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BillyMailman

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Everything posted by BillyMailman

  1. 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.
  2. 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!
  3. 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'.
  4. 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?
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. Yeah, now I really wanna see this tested, because I'm wondering whether it means the second execute part can't check procs against targets that the first power checked, or whether it can't check procs against targets that the first power successfully proced. Both would mean no more than one activation, but they'd have different effects on the net actual chance to proc, and would make a proc heavy Savage Leap very different in terms of its effects on the primary target.
  11. Since Bill tagged me and I read back a bit: I actually know this part 100%. Set slotting has nothing whatsoever to do with procs passing to execute effects, pets, pseudopets, etc. Only the base enhancement type(s) matter. Set pieces are all tagged as a bunch of basic enhancement types as well, which determines what they pass along into. So, because the execute power is tagged to take acc, dam, range, recharge, and end reduction enhancements, any enhancement in the original power which has one of those types, will count as slotted into the execute power. Thus, normal damage SOs will enhance the execute power's damage, and things like the obliteration proc will count as slotted in it, and fire a chance on all its targets. ...wait, what? I'd never heard of that bit. Did I miss some dev post at some point mentioning this?
  12. So, an SG-mate was looking at how well Savage Leap procs (very!), and I noticed something odd. The power says it builds one stack of Blood Frenzy, two if you're more than 20' away, and three if you're at least 40' away. But looking at the below, each of the three stacks is exclusive with the others. Turns out, from looking at the raw data, that the second and third ones are exclusive, but also directly give two or three copies at once. I have no damn clue why they didn't just have each of the three give one stack, and the distance criteria overlap, but I ain't on the powers team, so not my place to judge. Anyway, in terms of CoD, I think that this, Blood Thirst (the Build Up replacement in Savage Melee), Tidal Power (the Aim variant in Water Blast) and others like them make a strong case that the display should show the count of stacks of a power being granted. It might only be needed if it's 2+ stacks, to keep from adding unnecessary noise to other powers? Dunno, design's not really my thing.
  13. The threat sets don't appear to be findable at all. See, e.g., https://cod.uberguy.net/html/boostset.html?set=mocking_beratement They're showing in the list (https://cod.uberguy.net/html/boostset-groups.html?group=threat_duration) and the set bonus finder, and the Boosts themselves show up (https://cod.uberguy.net/html/power.html?power=boosts.attuned_mocking_beratement_a.attuned_mocking_beratement_a), but the pages for the sets aren't working. Seems to be all four of the Threat sets.
  14. I have a much less complicated problem this time. Probably. Sentinel /Ninjitsu Kuji-In Rin isn't showing as taking any enhancements at all. Confirmed in-game that it does. See attached screenshot. Edit: Same problem with Scrapper and Stalker.
  15. Huh, I never realized that some tables just don't exist for NPC ATs. Weird. Makes sense, though; normally, if an NPC's attack does different damage to players vs. critters, they just use a different scale with the normal tables for ranged damage or whatever. I've just now realized that those wardens are literally using the actual Blaster attacks, which is definitely not normal. I'm assuming the Longbow Warden variants that are all internally named "event_ballista_whatever" don't actually spawn anywhere, given that they all have this exact issue of using player powers that then use the PvP tables. Weird. The regular wardens (see, e.g., this entry) all use stuff from the v_genericheroes power category, which doesn't have this. I'm left with a bunch of questions (what happens if the even_ballista warden enemies actually do attack a player? 0 damage? default to the 'default' table which means -1 damage? Mapserver crash? And what even are/were those enemies used in?), but I guess CoD's handling is probably technically correct. Does lead to the result that if you just go to the CoD main page, click Blaster, Energy Blast, and any attack those Wardens have, then the list of ATs includes 'Boss Monster'. Which is kinda funny. Also, this means that the 'Event_Ballista_Electric_Defender' NPC got the new Shocked! mechanic for free, which is neat.
  16. Found a minor bug. For a Longbow Warden (The energy blaster variant), the Nova power's page is failing to show the correct damage numbers against players. Looks like it's not looking up the Ranged_PvPDamage values for their AT.
  17. Question, then: Is there any actual check for whether the Brickernaut is confused, or will an un-confused Brickernaut who's been wrenched into hitting everyone, still trigger the badge? Because that was the big question I had when my group were running it, the script thing meant I couldn't tell, and so we just piled on ST confuse temps on top of the wrench, to make sure.
  18. A quick check on City of Data says that you're correct - the wrench has a 100% chance on hitting a Brickernaut (not autohit, still requires the tohit check) to flip the mode thing that's checked later by the self-destruct, meaning they'll hit everything in their radius, not just their enemies. Well, everything except Zoe and Battle Becky. The script for the badge is separate, though. Either version of the power will trigger the script check if it hits Zoe, and the Brickernaut being confused _should_ mean that the foe-only one still hits her. Either way, though, the exact badge conditions aren't visible to us players, so it may require actually confusing the thing, if the script checks that. Just the wrench alone may or may not be enough. Actually, now that I think about it, that means that for a Brickernaut that the team can confuse anyway, the wrench ends up counter-productive, since it disables the friend/foe check, and means the explosion will hit players again despite the confuse.
  19. The short version is that there are two styles of Master of X badges. The old style MLTF, LRSF, LGTF, ITF, Kahn, Cuda, Eden, Abandoned Sewers, and Market Crash Requires doing the TF/Trial with no temps, no deaths and as of the latest page, no incarnates. These TFs/SFs/Trials all now have the Master Of option in the challenge options that the mission lead chooses at the start. The new style Apex, Tin Mage, Dr. Aeon, and every iTrial Each has four badges per TF/Trial (three for Apex) that must be collected. Each badge has its own requirements, they don't need to all be earned on the same run (some badges outright require multiple runs), and there's no general challenge requirements (though three of the four DASF badges require Malicious or higher). None of these require any of No Deaths, No Temps, or No Incarnates. None of these have the Master Of toggle challenge thing in the challenge options. Honestly, reviewing this, I kinda wish something had been done in terms of renaming/changing the existing old-style Master Of badges, so the names weren't confusing across the two styles.
  20. One last bug for today, I swear. The Maximum HitPoints bit is showing everything as ten times as effective as reality (e.g. Unbreakable Guard shows +75%). Looks like it's because there's no modifier table for max HP, just melee_healself, melee_buff_maxhp, and their ranged counterparts, all of which are precisely 1/10 of the AT's base max HP.
  21. Yeah, I'm checking the Brickernaut explosion on the latest CoD data, with dev tools set to prevent any caching. Checking the raw stuff shows "attribs": [ "Execute_Script" ] and "params": { "type": "ScriptNotify", "channel": "Brickernaut", "notify_event": [ "kNotifyEvent_Apply" ] Nothing with Lua anywhere in the list, but that seems to indicate that Execute Script is the correct term. Not sure how much of that is Uber's parsing versus what's in the raw files, though.
  22. (Sorry for all the replies) And yeah, in terms of the scripts, mostly I just figured that having the script/variable's name be parsed out and displayed, would at least make it easier to figure out what any given Execute Script or Set Script Variable is probably interacting with. It'll still suck to run into when trying to figure out how a power works, but at least having the name might still help with deciphering what's going on in some of the weirder iTrial powers. Things like "Wait, is that what actually makes the badge fail?"
  23. Also, the sets' names appear to be linking to a set with the name of the bonus I've got selected. So, e.g., if I search for Defense (all) bonuses, and click the Gladiator's Armor match, I get this link: https://cod.uberguy.net/html/boostset.html?set=defense%20(all)
  24. One thing: some bonuses like Knockback Protection are negative numbers, so the 'Include Greater?' toggle is working backwards from how you'd expect. Actually, now that I look at it, it's literally only that and Knockup Protection that have the problem. Might just want to flip their numbers feeding into this, or hack an exception into the 'Include Greater?' code?
  25. Unrelated to all this, I've been looking into a few things, and was wondering: How hard would it be for Set_Script_Value effects to get parsed and displayed a little more? I was looking at how Tyrant's rigged up in the Magisterium, and stuff like Summon Beams uses it. Looking at the raw info, it looks like there's a script ID, and two values that are the variable being set, and the new value. So, that one would be something like 'Set script "ZoneEvent>50plusMagisterium.GetID.dummy" value "LightTimerReset" to 1', I think? Honestly, the fact that I'm entirely unsure if that's correct is part of why I want this, lol. I'm not even sure it'd be useful very often. Might also need handling for 'Execute Script', too. Things like the Brickernaut explosion use that one. Honestly, the more I look at it all, the less I'm sure it's useful, since the script value set in the Summon Beams power isn't even the script value checked in Notice of the Well. Putting this all together is hard when we don't have the scripts.
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