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Everything posted by Trickshooter
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To the best of my knowledge, it's been that way for a long time. I don't know if it was there at launch, but I can find references to it as far back as 2006.
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Well, like I said Critter pseudo-toggles do try to mimic actual toggles and will suppress when mezzed. That's why using a Hold/Stun/Sleep on a Tsoo Sorcerer will end Hurricane, for example. But actual toggles, unfortunately I don't think the AI was ever smart enough to use.
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Question on set bonuses - recharge bonuses
Trickshooter replied to SmalltalkJava's topic in General Discussion
If it's a set bonus, then it's a buff to global recharge. Edit: It's worded this way because Pines substitutes "Strength" with "Enhancement," because that's more how players understand Strength buffs. -
Critters use endurance. I think it used to be said that they have discounted endurance costs, but I haven't verified that lately. I think it's more likely that they just attack more conservatively than players do. What they don't have is toggles. They have clicks that pretend to be toggles, but they won't turn off if they run out of endurance like a normal toggle would.
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There are EndDrain modifiers, and Defenders and Corruptors mods are higher than Blasters, but strangely all of Elec Blast doesn't use them. The Elec Blast end drain effects all use the Ones tables, so the end drain values stay the same for all ATs.
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All the Elec Blast attacks have -Recovery, but about half of them are only a chance to occur.
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Poison - Small Buff to Alkaloid & EoL
Trickshooter replied to LateNights's topic in Suggestions & Feedback
Yes, please! Alkaloid and Antidote aren't particularly slow to animate, but the travel time of the projectile really makes them feel like they're always too little, too late. -
Poison - Small Buff to Alkaloid & EoL
Trickshooter replied to LateNights's topic in Suggestions & Feedback
Allow me to direct you to the Buff Poison thread in my signature. 😁 -
Allow Noxious Gas to take debuff Enhs
Trickshooter replied to RubberDougie's topic in Suggestions & Feedback
Because Noxious Gas grants a power, and I'm not sure it can inherit enhancements the same way as other powers. I think for it to work the way you want, you'd have to preemptively slot DefenseDebuff/ToHitDebuff enhancements in to the pet you're going to use it on. Venomous Gas, the Defender/Controller/Corruptor version, is just a plain toggle, which is why it can be enhanced. -
Mastermind heals have always been intentionally weaker. Why they did this by lowering the base value of the heal, rather than the MM heal modifier, I'll never know. It's like they wanted to make it harder for themselves. Predictably, this lead to inconsistencies, like O2 Boost and Regrowth not having this inherent penalty. Anyway, the problem isn't that all those MM heals are too low; it's that Empathy, Rad and Kin weren't ported by the SCORE folks with that inherent ~12% penalty the other heals already have. Twilight Grasp has just always been flubbed since CoV came out. Not sure it's worth fixing, but even if it was, Dark is such a strong set, I doubt it would make a difference.
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issues The Guide to Issues aka "When did they add/change that?"
Trickshooter replied to Trickshooter's topic in Guides
I can't really find definitive dates for when the Paragon Dance Party was added. Pocket D was added late in Issue 6, I think. I see a patch note saying it was added to the zone search in Issue 7, so it was either 6 or 7. If someone knows for sure, I'll add it. The monorail merger is already on the list. It was in Issue 19. -
I think Vanden pointed it out somewhere, but Burn doesn't seem to limit itself to summoning a single Burn patch; it might be summoning one for each target in range. And since activating Burn also technically targets the caster (for the Immob protection), it probably always summons at least 2.
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Gravity Hold/Immob Knockback Protection issue
Trickshooter replied to GM Miss's topic in Bug Reports
Gravity Control was actually not part of that change; it's Immobilizes have never caused -KB/KU. That was an intentional design choice by the original devs since so much of Gravity relies on knock* effects compared to other sets and the AoE Immobs are so spammable. Similarly, Elec Control's AoE Immob also never caused -KB/KU either, to prevent it from messing up Jolting Chain and the Gremlins. That change here on Homecoming to Immobs was just to give the other sets that have a Knock* soft controls (Bonfire, Ice Slick, Earthquake, Carrion Creepers) the same benefit Gravity and Elec already had. As far as the Gravity Hold causing -KB, honestly I would say that could change, only because if you're distorting gravity around someone to make them float, they should honestly be MORE susceptible to knockback. 😁 -
Just gonna reply to a couple of these: This is because you're viewing it as a Controller, who likely have a lower modifier for ally defense buffs than the Lore Pets do (looks like the support pets might share theirs with Defenders). Divide the value you see by 0.75 and you'll see the actual value (or just change the AT to Defender). This is a very old bug, but it's because of the way the power works. Twilight Grasp summons a pet for 1 second at the caster's feet to cause the heal, which in 1 second would have time to fire twice, except that the heal is delayed to accomodate the animation, which makes sure it only happens once. It's difficult to make the power info box understand that, though. Like Field Projector, this is because you're viewing it as a Controller. If the support Lore Pets do share their mods with Defenders, then the tool tip and detailed info would match up if you switched the AT to Defender.
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Focused Feedback: Snipes and Dominator changes
Trickshooter replied to Leandro's topic in [Open Beta] Focused Feedback
Sorry, I flubbed my math. A 16s recharge ST attack would actually do 2.92 scale damage, while Thunder Strike does 2.354 scale damage. However, if Thunder Strike was balanced as an AoE attack, it would do 1.04 scale damage at 16s recharge. It's probably originally balanced as ST, but scaled back because of the Stun chance, more than because of the AoE damage. I would agree that it could probably use some reworking. I'm kind of curious if Electricity Assault was completely untouched in this patch, or if it's patch notes just got lost. -
Focused Feedback: Devices, Stealth and Misc Power changes
Trickshooter replied to Leandro's topic in Open Beta Testing
Countdown, not cooldown. 5 seconds till it explodes. -
Bind for targeting and lighting Oil Slick?
Trickshooter replied to SmalltalkJava's topic in General Discussion
I am not an expert at binds, but something about the + in my bind makes it work, and in only a single button press, I'm pretty sure, but I couldn't tell you why. If someone is willing to check, I'd be grateful. 😁 -
Focused Feedback: Snipes and Dominator changes
Trickshooter replied to Leandro's topic in [Open Beta] Focused Feedback
Unless something has changed, Dominator's Thunder Strike does damage as if it's a ST attack. It does about 2% less damage than it should for it's recharge time if it were a true ST attack. It's endurance cost though is calculated for an AoE attack, a problem it shares with the Blaster/Defender versions, but was corrected for the Brute/Tanker/Scrapper/Stalker versions waaaay back when. -
Bind for targeting and lighting Oil Slick?
Trickshooter replied to SmalltalkJava's topic in General Discussion
I'm not home so I'm going off memory, but I think I use this: /bind t "+$$targetcustomnext Oil Slick$$powexecname Taser Dart" That should select Oil Slick and throw Taser Dart with one button press. -
Arcane Bolt effects don't match summary or description
Trickshooter replied to Firefairy's topic in Bug Reports
It's not a typo, the problem is that it's using the Ranged Knockback tables which makes it scale by AT and level. It should be using the Ranged Ones tables, which is what is typically used to make sure KD powers stay Knockdown. -
Are some of your attacks set to NoRedraw? If you mix Original and NoRedraw animations, I believe you will have to redraw your Claws anytime you try to use an Original animation after a NoRedraw animation. Double check that all of your attacks are either Original or NoRedraw.
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I replaced all my Sonic Blast sounds with the Talons of Vengeance Siren's attack sounds. It's hilariously over the top and I love it.
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Cross Punch on Controllers Not Doing Proper Damage
Trickshooter replied to SarelFox's topic in Bug Reports
If this was in response to me, then I'm sorry if I wasn't clear in my response, but the base damage of Cross Punch is 1.27 damage scale, before Punch and Kick's bonuses are added. The Containment/Scourge/Critical Hit/Assassination damage lines are only doing 0.76 damage scale, which is exactly Punch's base damage, which makes me think this is a bug. It's funny because in this case, the special mechanic damage (the bonus from owning Punch and Kick) is being factored in, but the base damage it's multiplying is incorrect. -
For sure. I just sympathize with being in a position where every decision will upset someone. It's easy to let it get you down, but they're doing a good job and I wanted them to know.
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Thanks for the update and the transparency. Also, I'd like to say sorry to the volunteers running all this for us. We are an exhausting fanbase and I'm not sure I could stay as positive as you guys have.