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BillyMailman

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Everything posted by BillyMailman

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. (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?"
  10. 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)
  11. 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?
  12. 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.
  13. ...Uber, have we told you enough lately that you're the best? You're the best. One suggestion, though. Where you're listing the sets, also list what kind of set they are. Ranged Damage or Tanker ATO or whatever. There's a lot of low-level sets that give potentially-useful bonuses that I never remember what they actually slot into.
  14. Having run a Relentless DASF to get the MDC summoning power last night (111 deaths and two hours!), I've now gone looking at the enemies' stats in City of Data, and between that and actually running it, I've noticed a couple of issues. First, Gaussian's description is literally 'P2187202314'. Second, Dark Watcher has two AV resistance powers; his own, and Hero 1's.
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  15. Except they aren't quite the same as a pylon, so they can't be used for pylon time testing, at least not in a way that's comparable with existing. They're missing one important thing, which is that the pylons have the flag turned on that makes them always show as even-level. The MDC is always 54, doesn't have that flag, and thus can't be even-level, since even spawning it in Ouro/Pocket D/DA only shifts you up to 53. Is this intended, a known bug, or just something unintended that wasn't noticed before?
  16. One more thing you're probably aware of, but that's not per se new, and is missing: Some of Seismic Blasts powers (e.g., the Build Up variant) do the thing where they affect the recharge of other powers. But CoD isn't quite displaying this right. I'm not sure which bit is responsible (the AdjustTimer flag?), but somehow that's only actually recharging those powers by an amount, not completely. The same thing is on a bunch of the attacks, too. Though, on those it's one effect group, on the BU variant it's a separate group per power.
  17. Also, half an hour later, I am a kid in a candy store with all this info. Thanks again!
  18. It also looks like the Hardmode powers just aren't on the pages at all. I've done every type of cache clear, and I'm still not seeing, e.g., the Brickernaut meltdown stuff on either version of the Brickernaut.
  19. The Brickernaut's page (https://cod.uberguy.net/html/entity.html?entity=goldbrickers_au_boss_elite) doesn't show a Class Name, which is presumably also why the links to powers then don't link to the AT-specific versions correctly. ...and a quick check says it's missing from everything now. Even a simple Freakshow Buckshot (https://cod.uberguy.net/html/entity.html?entity=freakshow_shotgun_freaks) is missing the AT.
  20. Ah, damn. I was expecting it to be purely done by making the powers on the NPCs all just require some other power, like how pools work for players, and CoD would be able to just display 'em all by default, and the added ones you'd have to look at to find out they were optional. That or a granter-power system like what, say, the final version of Maelstrom uses on the TPN to manage all his complexity between the phases. Well, at least having the default list on the entity, and the extra powers at least being findable in the powersets, should be enough that I can start really pulling apart how stuff works. Especially the bit for the Unfriendly Fire badge, since that didn't grant the first time and we just thought the explosion's damage was debuffed, but then now I'm certain they 'cheat' the friendly fire aspect, so I wanna know exactly what's happening. Also, I am looking forward to the info on, like, every single bonus boss in there, because holy crap the entire optional section of the DASF is amazing and has several bits I'm curious to see the inner workings of. 😄
  21. Super happy to have you back, Uber! Was getting worried you weren't around at all any more. Hope everything's going well. FYI, while you were absent, we had an in-depth dev diary about knock effects, which you may have to read up and start parsing the parameters for at some point, since it sounds like we're going to be seeing more and more powers that are 'knockback' (mag above .75), but push down, so it'll be useful to have CoD display that somewhere at some point (besides the raw JSON thing, which does work already)
  22. So, semi-related, we now have confirmation from Cobalt Arachne in the official HC Discord that: So 'All AVs' doesn't work if the SF lead can and does trigger that, since that fight's not actually needed. So maybe put the specific list of 12 in the Notes section like what's done with explore badges? Definitely will need to be the precise list.
  23. Then yeah, probably the Notes section on that badge should either list the exact twelve, or mention the one that's required and doesn't count. My group got confused by the thirteen, and while we guessed right, we were definitely guessing as to which AV wasn't part of the badge.
  24. Two problems with the new badges' descriptions. First, Worthy Opponent says you need to run it with "Incarnate powers disabled", but the actual requirement is the new Old School Challenge option. Second, Ripple Raider says "All 12 AVs", but I think there are more than twelve that you need to kill (five in each of the first and second, and three in the last), since the twelve is AFAICT not counting one AV in the third? section who is required for the SF anyway, just the optional ones. Maybe it should say "all 12 optional AVs"? Or maybe I'm just entirely wrong and still missing something optional? Definitely could use a full listing of who's required on the badge's own page, if possible. Also: Thanks to everyone involved for this tracker! Been using it basically since it was created, and it's fantastic.
  25. It's happening on Billy Mailman on Excelsior, I actually reported this separately on the bug reports forum yesterday. Everything I can see, is that it's the badge progress for MoDASF.
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