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BillyMailman

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Everything posted by BillyMailman

  1. The /unbind command resets a given button to default, so /unbind rbutton should fix it. But also, 'rotate' isn't a command. Per https://hcwiki.cityofheroes.dev/wiki/List_of_Slash_Commands there's no such thing. And per https://hcwiki.cityofheroes.dev/wiki/Default_Key_Bindings, the default for rbutton is '+mouse_look'.
  2. A bunch used to! Including Moonbeam, interestingly. It was a bug with the fast snipe thing that'd never made it live before shutdown, and was patched in August 2019, assuming I've found the right patch: Prior to that patch, my Elec/Elec blaster main's Zapp dealt its damage instantly on activation, then animated itself long after the enemy was possibly already dead. And Moonbeam is called out there as being one that was supposed to have been fixed.
  3. Minor correction: The mez bit doesn't stack. Having one ally is needed, but CoD shows it as tagged not to stack at all.
  4. Providing some numbers (some duplication, I started typing before Cobalt posted): Phalanx Fighting is the old name for the power the Cims always had, which is in no way like the player Phalanx Fighting. It's just a flat amount of defense to SLFCEN, no psi and no positional. Exact numbers may vary by specific unit, and it also gives some resistance defense debuff. This power was renamed to Roman Armor. Energized Shield is the old name for a power that the Cimerorans had at one point, but that got removed. It's added back, and renamed to Phalanx Fighting. This one works like player Phalanx Fighting, and gives all Cims a bit of mez resistance as long as they have at least one ally nearby, and a scaling amount of defense based on the number of nearby allies. For a Centurion, e.g., this is +3% defense to SLFCEN per ally within eight feet, up to a maximum of +48% defense. Adding their base defense of 15% from what is now named Roman Armor, they have a whopping 63% defense to all those types. In teams, this probably won't matter too much, and runs I've been on bear that out. First, because having seventeen enemies within eight feet of each other is ridiculous, so the numbers won't be quite so astronomical. But also, most people have some +ToHit in their builds from set bonuses, there's tactics stacking up, someone might be on a Time character using Farsight, etc. Plus, any time someone opens a fight with Build Up and then a nuke power, they'll have a solid hit chance on the nuke, which will thin out minions and drop a lot of that defense off the Lts/Bosses. For a large team, that kind of opening can be happening every fight. But for Bill Z, soloing a +4x8 ITF is his way of relaxing. And this change means he's gonna be missing a lot of attacks, at least until he can thin out the minions in a given group. NB: The numbers above are based on the Alpha data on CoD, which is from Aug. 11th. I'm assuming it's the same numbers as made it live, but CoD hasn't updated its live data yet since that patch, so I can't actually 100% confirm.
  5. As an update, having just checked on a completely new browser to the site, the main data still shows no Roman Armor on any of them, but does show it if I flip to the Alpha Data. So yeah, definitely not syncing the live CoD data from the live game data.
  6. Yes, I'm talking about that power. It's now been renamed, which should at least show up in its display name, if not the URL. And it's been given to a bunch of the Cimerorans, none of whom had it in the prior patch. But the Entity Data section doesn't have it on any of them. Just the old Phalanx Fighting power that most of them had, which is a fixed flat amount of defense. No amount of refreshing fixes any of this, so it definitely looks like CoD has gotten out of date.
  7. Any ETA on when the data is going to get updated with the latest patch? I went looking to see exactly what the numbers are on the updated defense thing on the Cimerorans, but it's still out of date.
  8. Bug Report: The Entity Search knows that 'Super Stunner' exists, but their internal name is apparently something like 'freakshow_supr_st|_|n3r', and the link produced by clicking the result in the search is https://cod.uberguy.net/html/entity.html?entity=freakshow_supr_st%7C_%7Cn3r, which doesn't load.
  9. Adding some more detail, once you look into things, you find that SR tankers/brutes effectively don't have a taunt aura. Depending on behaviour. Every taunt aura other than Evasion, does two things taunt-wise. One is that it fires off the Gauntlet/Fury proc on all enemies in the aura. The second is that it taunts those enemies directly. Evasion is missing the latter part. But Gauntlet/Fury doesn't stack with itself. So, e.g., if an SD/SS tanker jumps into a group of mobs and fires off Foot Stomp, those mobs all get the Mag 4/14.96s Gauntlet taunt. A moment later, Against All Odds goes off, resetting the duration on Gauntlet, and adding another Mag 3/13.6s taunt of its own. The tanker now has Mag 7 total taunt on the enemies, which should maintain itself for the whole fight. On the other hand, if an SR/SS tanker does the same, Foot Stomp will still add the Mag 4/14.96s Gauntlet taunt. Then, when Evasion goes off, it will reset the Gauntlet taunt's timer. That's it. The enemy is left with just a Mag 4 total taunt on them, and that will be all they'll get for the whole fight. As long as a Tanker is attacking, Gauntlet's proc will be hitting most of the enemies around them, anyway. So SR's "taunt aura" power only doing Gauntlet/Fury is, at least for some tankers, equivalent to not having a taunt aura at all. Now, if a Brute is single-target focused and not hitting many enemies, Evasion's really useful, since it'll keep the Fury proc up on everything. But all it takes is the occasional Spin/Foot Stomp/Quills/Whirling Smash/etc. to keep that up anyway, and now Evasion's not really helping you keep aggro.
  10. I will admit that I haven't actually tested this out in-game, since I don't have a KM brute. But City of Data shows that the Brute version of Kinetic Melee's taunt power has the taunt aspect set up to stack with itself, which would let a KM brute stack up way more taunt on an enemy than they should be able to. I have no idea how you'd ever actually abuse this, so it's almost certainly a really minor thing, but I still figured I'd toss a report out there about it. As a related note: Brute KM, TW, Rad Melee, and Savage Melee are the only four Brute attack sets whose taunt power applies the -range component to all enemies. This one definitely is actually a buff to those four sets, but because it's four of them, not just one, I have no clue if this is intentional or not. I'm not sure if the HC folks would even know if it was, but it's an interesting little inconsistency, so I figured I'd mention it here.
  11. So, normal Hive/Abyss Hamidon has a power called Cell Death, which fires on death, and uses a pseudopet to fire a secondary power, which then kills every DevouringEarth_Mitochondria_Blaster, DevouringEarth_Mitochondria_Controller, and DevouringEarth_Mitochondria_Healer, which is all the mitos. LGTF Hamidon, on the other hand, fires a different power on death, which summons the same pseudopet as above, and does the same mechanics to kill the mitos. There's other effects in there (they spawn different versions of the Buds, which are internally called Cytoplasms), but the mito-killing is handled identically. Which means it doesn't work, because LGTF Hamidon has DevouringEarth_Mitochondria_Blaster_Mission, DevouringEarth_Mitochondria_Controller_Mission, and DevouringEarth_Mitochondria_Healer_Mission instead. Those aren't what's killed by the chain of powers above, so the mitos stay up when Hami dies, which they shouldn't be doing. It's definitely possible (but quite difficult) to kill the weakened Hami without bothering with the mitos. I've been on TFs that did it before, back when regular Hami was still being done that way by 100+ people, but we realized the mitos need manual killing anyway, so stopped bothering. But now that I can look at the powers in CoD, this is clearly not intended, so it should probably be fixed to kill both types of mitos, normal and mission.
  12. (Edit: And I'm not bothering with a fresh photo for 1549. Don't really think it's needed, what with how easy the new one is. 😄)
  13. Can I ask about the Rest change noted in the RC2 thread (the no-other-powers-while-resting one)? Why is that being done? Is there some cheese or exploit that Only Affecting Self wasn't enough to prevent? My issue is that it seems like that change will make toggle-heavy characters have an even worse time of things if they die and have to use a rez that doesn't full-heal. Currently, if I have to use a small rez insp, I can just pop Rest as soon as the stun wears off, and re-toggle everything else while resting. This change seems like it's going to make rez-and-re-toggle time go way up for any rez that doesn't bring you back up to a reasonable amount of health.
  14. Found a minor issue. In the help page for the Attributes page, the Max and StrMax explanations are both doubled. Max is twice in a row, StrMax is on either side of StrMin.
  15. Yeah, there may once have been a general rule, but there definitely isn't one now. Providing some data points to help clarify things: Cold Domination's shields have the whole power un-boostable, despite being mostly defense, and only a little bit of resistance. Force Field's shields, on the other hand, have the components separated. Moving away from Defender, an Ice/ Tanker's Wet Ice power has the parts tagged separately, even though it's almost entirely a resist power, as do an SR/ Tanker's auto powers. But a Shield Tanker's Deflection power, despite being mostly a defense set, is completely un-boostable, meaning Power Boost will bump up their Ranged/AoE defense, but not their Melee. A Stone/ Tanker even has Crystal Armour ignore boosts, despite it not having any damage resistance at all. Then there's things like Bio Armour's Evolving Armour power, where the whole power's tagged as ignoring boosts, but so are the individual resist and defense components, which is especially silly. It's also noteworthy that this weirdness doesn't see to extend to debuffs. Melt Armour, e.g., allows boosting the -def component only. As do Sleet, Fallout, Slowed Response, etc.
  16. So, I've been looking at things, and hopefully someone in here can clarify stuff. I'm looking at the six separate powers strung together to make Domination work for Dominators, and they all make sense. One builds domination at a rate of three points per attack you make. Another decays it at a rate of one point per 7.5s. A third appears to be syncing it to the visible brown meter in the UI. I think. The fourth enables the click power when you're at 90/100 or higher (or 91/100?). And the fifth is the click power itself, which gives all the bonuses, including locking the meter to 100/100, which I suspect was just intended to be a visual thing, but is the whole reason permadom works; while any stack's up, the meter's locked full, so the bar gets emptied when your first one decays, but the second copy keeps it full. No decay ever really happens, thus permadom. Neat! My actual issue is with the sixth power. Per the wiki's bit about Domination itself: Per that last CoD link, this is just a power with 300ft range, no Line of Sight, and only targetting teammate players (not leaguemates, not pets, just players). It increases the strength of your +Rage powers (Domination is just using Rage, per all those other links) by 16.67% per target in range. At six teammates, that's double, and at seven, that's about 116.69% rage gain, or 6.5 points per attack. Notably, that would mean 'fewer than ten attacks' is impossible (takes 14 to get to exactly 91 points, so very fast attacks could get to 90 with just one decay tick in there, maybe), but whatever. The thing that gets me is, unless I'm misunderstanding, this is all contingent on raising a Dominator's strRage, making all their +Rage powers stronger. But the Attribute Tables page lists a Dominator has having a Rage strMax of 1.0, so it seems like it shouldn't be possible for that boost effect to do anything, and Doms should be limited to 3 points per power. But I've tested in-game, and it's absolutely working. The Rage row also seems to be pulling in correctly; Brutes have a strMax of 3.0, and Blasters have weird caps, presumably as a holdover from the old version of Defiance that used the rage bar mechanics. So, what gives? Am I misunderstanding Rage strMax? Is it pulling into CoD wrong? Is it getting ignored? Is there some deep magic in the power that adds the rage, that I'm not quite parsing out of the Magnitude Expression correctly? Also, apologies in advance for the crazy obtuse question. As someone whose main has always been Munitions Mastery just for the Surveillance power, CoD is a tremendous resource to have back up and running - especially since the Internet Archive copy of the old one is missing things and getting steadily more out of date. Thanks so much to everyone who helped bring this thing to us. It's a fantastic thing to be available, precisely for things like this. Or, well, would have been if the 'bug' I thought I'd spotted was real, but still, thanks so much for this. For what little my voice might be worth, I do think there's value in the suggestions about listing power categories, indexing the entities to be searchable, etc., since it leads to people understanding the game more, and finding more bugs and problems like this one. Even old CoD technically made the entities and NPC powers available, you just had to know the names to find them, which often just meant being friends with someone who knew.
  17. Yet further updates: It's not even to do with using the keyboard shortcuts, it's just keyboard activity that breaks the open menu. Specifically, if I let go of a key while the menu's up (say, to stop running), even clicking won't work. Ctrl, Shift, and even Tab are fine, but Alt isn't, and any letter key isn't. Actually, it looks like maybe it's even more specific than that. Any of WASD break it on release. Which... those are the keys with ++forward or similar bound, so I think it's down to any key with an on-release bind breaking the menu when it gets release. But even keys that aren't bound (I checked, /showbind says "Nothing") don't work to actually press the shortcut key.
  18. And, looking around, this bug report here appears to be a duplicate of this. I've now updated the title to better reflect what I've found.
  19. This keeps happening, but I have more info: As Hardship said, clicking the buttons works. So, if I click someone's global, then click "Get local name", it works. If I hit the 'G' shortcut, it doesn't. It looks like it's basically every single command that comes up when clicking someone's name in chat, and it's just not filling in their name. Global and Local names work the same. So if I click someone's name, then hit 'M' for "Send <person> Message", it fills my chat box with "/t , " or "/t @, ", blanking out their name. And yeah, it's everything. Add friend, Edit Note, Messages, Invites, etc. Notably, right-clicking their actual character, everything works. Just names in chat are broken, and just when I use keyboard shortcuts on the resulting menu.
  20. Updating this, it's doing it again. Running the command manually didn't do anything this time, the in-chat link is still busted. Might have restarted when I switched alts, though I can't be sure.
  21. I went to check which character someone was on, that I was chatting with in a global channel. I clicked their name, hit "Get Local Name", and got back: This persisted for every attempt I did, including for other people. I then manually ran /getlocalname THEIRGLOBALNAME, and it worked. And now, the click option's working, too. Not sure what caused it to break like that, but figured it's worth putting in the bug report, in case it happens to other people.
  22. This was, BTW, the purest luck possible. I knew anyone in Praetoria was a pain to get to, compared to folks in Redside/Blueside, since those ones have TFs to queue, base portals to take, etc. So, I decided since I had nothing else to do right now, I'd park in Imperial City (since that's the middle zone), and wait. Figured I might as well stand at Praetor Sinclair while I did.
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