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BillyMailman

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Everything posted by BillyMailman

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. Damn, jumped the gun on the submit button. Thought it'd go through as soon as the upload finished, but it made me click through an error instead. Missed it by a hair!
  12. There we go. Finally got my last recipe rejection. It's over!
  13. There's a tree floating above the ground in Cim, coordinates -810.8 343.7 4817.9 It should probably count as a graphical bug for that thread, except that it's possible to somehow get inside the tree, and get stuck. I ended up inside it yesterday randomly.
  14. FYI, the Toy Bat appears to be able to deal actual damage to folks like Positron and Citadel, even though they're allies. I'm sure they're somehow tagged as invincible in some way, but seeing real damage numbers over their heads makes me worry that they might actually be killable, with some effort, which would be one hell of a way to grief folks.
  15. The patch notes say "If you wish to discuss the name change, please use this thread.". If that was meant to be a link to a specific thread, you didn't get the link in place. Minor thing I noticed going through the patch notes: the big note about the Elec Affinity changes says that "we've removed the heal on Static consumption", but then Defibrilate and Amp Up both say "and each stack consumed in this way will restore a small amount of your health and endurance.", so I think those powers' descriptions need updating. Might just be in these patch notes, though, as I haven't been on the beta server to check the actual powers. Oh, and as one last critique of the patch notes themselves: The changes to Dark Consumption now only refer to it as Dark Equilibrium. It's not a big deal, but probably something in there should actually say that it's a rename of Dark Consumption. Even having read the previous patch notes, I had to take a moment to make sure I knew which power was being renamed.
  16. Also, Thorn Robber (and presumably Thorn Thief and Thorn Usurper) are out of place. I only have Robber, but it's at the very top of my listing. Sadly, I don't have any of the Patron badges, nor Recluse's Betrayer, so I don't know where exactly it belongs, but it's at least before Ex-Marshal.
  17. I've found one badge that's still listed out of order. You have Bailout Hero after Dignified Combatant in the Achievement badges, but my in-game listing has it right after Incarnate Rival, before Drone Protector.
  18. Yeah, what happened as you did the following was: Unbind doesn't reset a key to default, it makes it do nothing, so this made sure F5 wasn't working. The save button there saves out a file on your computer which is a new set of defaults. That file would have had F5 not set to anything, from the previous step. Resetting and reloading keybinds would have left you still in the same place. Keybinds for a given character are actually stored server-side once they're set, so changing client wouldn't have helped. New characters load in with the defaults, but you'd changed the defaults when you saved the file out earlier, so the new character didn't have F5 set to anything. Once you've run /bind F5 attachcycle or anything equivalent, and reset F5, you should go into the menu and save out the keybind file again, so new characters are working from now on.
  19. I just checked through the Explore list, ticking off all the ones I have, and found two mistakes that I'm pretty sure is one mistake. There are two Dark Mystic badge listings, and there's no listing for Seeker of the Unknown. Probably you've just mis-named Seeker as Dark Mystic. Adding another: The 500-badge Achievement Badge is listed as Pathfinder, which is the (also correctly-named) 100-badge Achievement Badge. 500 should be Seeker for heroes.
  20. In the base game prior to shutdown, your last power was gained at level 49, so you only had the three slots from level 50 that could be added to that power. And respecs made sure you were placing slots in a way that was legal while leveling. You probably have some of your level 50 slots in earlier powers already, just hit Slots and Enhancements - Slots - Auto Arrange all Slots, and it will make sure all slots are placed to try to fix this problem. Also, under the View menu, there's an option to Show Slot Placement Levels, which I think is off by default, but will help you see where the slots are out of place. But of course, respecs no longer force you to apply slots in an order that would be possible while leveling, so now that last power can be six-slotted. Unfortunately, Mids' Reborn hasn't yet changed that part of the code, so won't let you plan a build that has more than four slots in the last power.
  21. Obvious reason: If your insp tray is nearly full, and there isn't room for three insps, it won't give you more than you have room for. Less obvious reason: If you've turned off insp drops of a given type in the P2W thing, any drops of that type from Inner Inspiration will be auto-rejected, same as normal insp drops. The P2W reject thing is actually reducing the total number of insps you get, since it's rejecting that type, not re-rolling them.
  22. Minor bug in 2.6.0.4 (DB 19.0921): Mastermind Mace Mastery isn't requiring one of the first two powers before you can choose the third/fourth.
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