-
Posts
518 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Booper
-
fixed Moderate Priority: Corrosive Vial Not Properly Applying -Def in PvP
Booper replied to Monos King's topic in Bug Reports
Damage wasn't bugged. It will still apply ticks of damage if a foe stays in the puddle. -
fixed Moderate Priority: Corrosive Vial Not Properly Applying -Def in PvP
Booper replied to Monos King's topic in Bug Reports
Good catch. The debuff from the pseudopet was trying to apply a Defense Debuff once every 1s for 15s. That basically means the Defense Debuff would last for one server tick before going away, every 1s. Fixed internally. -
That's been a known issue for awhile. The demons accept both damage IOs and damage resistance IOs. There is no way to distinguish between the two, so the damage IO is being treated as Schedule B instead of its Schedule A, otherwise you'll get damage resistance being buffed like crazy with slotting damage IOs.
-
wai Maneuvers Lowers defense when in a team on Combat Attributes
Booper replied to Mirinesse's topic in Bug Reports
Evasive Maneuvers is designed to only grant you the defense buff when you are only affecting self (essentially). So when you buff a teammate, that defense gets suppressed. Maneuvers counts as buffing a teammate, which is why you're seeing that suppression.- 1 reply
-
- 3
-
-
-
fixed Impassioned Serenade bugged, not confusing
Booper replied to WindDemon21's topic in Bug Reports
The DoT replacement is intentional, so not a bug. I have fixed the LoS check internally...as for the discrepancy between the Dominator and Controller's execution of the confuse power not matching up in terms of IO Slot Acceptance, that's a work in progress. I don't think it'll matter, but I'm investigating and if a fix is needed it will be done -
wai Scrapper Bone Smasher Large PvE crit marked PvP only
Booper replied to aethereal's topic in Bug Reports
Have you tested the power in game to confirm you never get a critical hit against critters when using Scrapper's Bone Smasher? There is a good chance it's a display logic bug in CoD. Without knowing what powers you compared against, I can't really say if what you looked at was an apples-to-apples comparison. But one thing I noticed was the 10% crit effect in Bone Smasher does not show a requirement for "not player", while all the other crit effects I did look up did have a "not player" check. This makes sense to me because on Live there was no such thing as Effect Groups, so a crit effect had to include all requirements checks. However, Bone Smasher uses effect groups and it is nested. The first effect checks to make sure the target is a critter, then the crit effect within it checks for a set of critters to not include (the ones that are included in the 5% chance). There is no need to check if the target is a player because the first effect already ruled that out. I believe CoD is using string matching to determine some of the PvP or PvE flags, and in this case might be getting it wrong because it does not show "not player" in the effect like most others do. So I would recommend testing it in game just to see if it's a CoD problem or a Live problem. -
-
Stalkers Hide has always been able to stack with concealment stealth toggles, and it still can. Hide was not a part of the stealth exclusivity revamp.
-
Sentinels have a "Rage" meter which represents how much Opportunity you have. You can have anywhere between 0 and 100 Opportunity (the meter will show how much). For Sentinels, this Opportunity builds up similar to how your Endurance builds up. It will automatically fill at a rate of 100 Opportunity per minute (1.25 per 0.75s, specifically). The ATO proc can fill this faster. When you use Vulnerability to debuff a single target, it will cost 50 Opportunity. The Vulnerability click power will not be enabled until you have atleast 50 Opportunity, and it will highlight a red ring when you are at 100 Opportunity. You can't use Vulnerability on a target that is already debuffed by Vulnerability (from any Sentinel). If you try, it will say invalid target, but it won't cost you any of your Opportunity.
-
It builds 1.25 Rage every 0.75s. So it is 100 Rage per 60s.
-
wai bug report: Radiation Infection not ending/recharging on target defeat
Booper replied to Modus666's topic in Bug Reports
Those mechanics are intended. This is not a bug. -
-
It is not a -15% regeneration. It is -15% resistance to regeneration. So if you (or a teammate) follow up with a -200% regen debuff, it does -230% instead.
-
Can I get confirmation the changes in today's patch corrected this issue?
-
You are likely seeing a different bug play out. This is already fixed internally and will be in the next patch, but what you're likely seeing is the use of Fiery Embrace with Burn. What is happening (by mistake) is the 4.5s duration version of Burn is being summoned for every single target you hit. So you can get up to 7 burn patches in one cast (the 10s version that summons on you, the 4.5s version that summons on you when using Fiery Embrace, and five more 4.5s versions that summon on you if you hit 5 targets). So why are you seeing them miss? Purple patch...but not for the reason you think. I assume you are set to +4/x8, which means your level 51 is taking on enemies that are +3 con to you. The purple patch sees that +3 and applies the 0.65x modifier on the summoned burn patches. So instead of summoning a level 50 burn patch you are summoning a 0.65x50 = ~33 level burn patch. Well, that level 33 burn patch going against a level 54 critter is going to have a really bad time with hitting, and if it does hit it's going to be for a very small amount of damage (you might see some 0.01 damage popping up in your combat logs). This was the same bug we saw before Page 5 (Brute version was mech'd slightly differently where it didn't have purple patch applied on its extra patches, but all other ATs did). If you see this message before the fix goes Live, you can test this yourself. Go into your AE Farm, set it to +0/x8, and watch you summon 5 extra burn patches. They'll hit like expected (thanks to no purple patch dampening) and you'll do far more damage than is intended.
-
Can you provide more details? What level was the enemy? What level were you? What level were your pets (-2 to you, -1 to you, etc)?
-
And here I wanted to make it 35.01 and 36.01
-
This is likely the issue. Combat attributes doesn't update every combat tick so you likely won't ever see it show up there. I knew this could have been an issue, but I don't recall it being brought up during beta so my hope was it would not be an issue. I suspect it is which is sadly disappointing as the easiest solution will be a hacky mess of deconflicting stealth radiuses.
-
Fixed in page 5. But for whatever reason Brutes had the old bug reintroduced when the 4.5s fiery embrace version was implemented in Beta. We're on it though, the extra burns will be removed next patch.
-
I looked at CoD. I see Brute version of Burn is bugged. When using fiery embrace, it's summoning off targets hit (the same bug that existed on live that was supposed to be removed). So if you are testing on a brute, you're probably seeing that. If you're testing on another AT then I'll need to dig deeper.
-
Need more data for troubleshooting. What level was your character and what level was the target? What AT were you using?
-
The xp boosters used an odd formula where it would add instead of multiply. For instance, if you used double XP, your XP would become 1 + 1 = 2, where the first 1 is your base XP and the second 1 is from the double XP booster. If you had the 50% XP booster, your XP would become 1 + 0.5 = 1.5. Again, the 1 is base and the 0.5 is the 50% xp boost. In AE, all XP is half of what it would be elsewhere in the game. However, this halving was being applied to the base XP, not the boosters. So for double XP boost, you were getting: 0.5*1 + 1 = 1.5 (triple, instead of doubled). For 50% XP boost you would get: 0.5*1 + 0.5 = 1.0 (double, instead of +50%). That bug was fixed. EDIT: To follow on, this bug was never reported (I wonder why). It was only discovered by accident when one of the developers tested out AE doing 0% XP instead of 50% XP (I forget the purpose of the test, but I think it had to do with the Advanced Enemy Power Customization, which was a feature added in Page 4. Anyways, not important to the story, moving on). To their surprise, they were still getting XP. It turned out despite having AE set to 0% XP, their double XP was still granting it. That's when we looked in the code and discovered what was happening: 0*1 + 1 = 1.
-
wai 10/18/22 patch with PATRON pool level selection
Booper replied to kelika2's topic in Bug Reports
-
For Page 5, only necro/ninjas/mercs/robots are getting this change. The other mastermind sets will be looked at in the future, possibly in the next page. As of right now, the plan is for those other sets to get the same change.
-
Focused Feedback: Robotics Revamp
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
You might be arguing that, but go back and look specifically at what I quoted in my replies to gameboy/Armaros and how I responded. There was no discussion about who should have -regen attacks. The discussion was specifically in regards to how does Live compare to Beta.