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Posts posted by Trickshooter
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So below is the intended chances for the various effects of the Control Hybrid tree.
But looking at City of Data, those chances for +1 Mag are not accurate. Each Control branch with the +1 Mag ability grants a Global Chance mod that affects any power tagged a 'ControlProc'. The 'chance for damage to a controlled enemy' effects use this tag and are correctly boosted by the Global Chance mod to the percent that is stated in the power description.
However, all of the +1 Mag effects are tagged 'HybridWeaken', a tag that is not affected by any other power and instead all of the various +1 Mags have a flat 33% chance at all tiers. See below for visual aid of what I'm saying, in case it doesn't make sense.
Additionally, Control Radial Genome says it has a 35% chance for a mag 2 Fear, but is actually only 30%, and the bonus Stun effect of Radial Embodiment, which is supposed to be a 100% chance if the target is already Feared and Immobilized, is actually only 90%. And for PvP, those qualifiers are missing so you just always have a 90% chance to Stun.
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20 years later and we still have no antithesis to Dark Miasma. Or any dark sets really, but we're focusing on just one for now.
Now you might say, "But Trickshooter, it's very easy to just be Empathy/Energy or Empathy/Rad and call it Light powers." And to that I say, nobody asked you.
I've been cooking up this idea for awhile, but it took many iterations before I was happy with it.
I hope you guys like it, but if you don't, don't tell me because I will take it personally. Numbers are level 50 Defender numbers.
Light Affinity
You can manipulate light to aid your allies or weaken your foes. Light Affinity can heal, deflect assaults, blind or stun foes and more.Phototherapy
You radiate healing light all around you. Phototherapy also leaves allies resistant to ToHit and Perception debuffs.
Click PBAoE Team: Heal, +Res(ToHit, Perc)
133.86 Heal
+43.25% Resistance(ToHit, Perception)
Recharge: 10s
Duration: 30sEndurance: 13
Animation: 2.03s (Healing Aura)Crescent Beam
You send out a wave of forceful light in an arc, knocking your foes to the ground and leaving them vulnerable, effectively lowering their resistance to damage.
Click Cone Foe: -Res(All), Knockdown
-20% Resistance(All)0.67 Knockback
Recharge: 30s
Duration: 30sEndurance: 7.8
Animation: 1.17s (Transfusion)Blinding Arc
You blind your foes in a wide cone in front of you, lowering their chance to hit and damage potential.
Click Cone Foe: -ToHit, -Dam(All)
-12.5% ToHit-25% Damage(All)
Recharge: 60s
Duration: 30sEndurance: 10.4
Animation: 2.17s (Sonic Siphon)Veil of Light
You surround an ally in a veil of light that makes targetting them difficult for your foes, effectively increasing their defense. Veil of Light also provides resistance to many debuffs.
Click ST Ally: +Def(All), +Res(Def, ToHit, Recovery, Regen, Slow)
+15% Defense(All)+43.25% Resistance(Defense, ToHit, Recovery, Regeneration)
+20% Resistance(Movement Speed, Recharge)
Recharge: 60s
Duration: 120sEndurance: 10.4
Animation: 2.27s (Fortitude)Illuminate
Surround yourself with revealing light that increases the chance to hit and perception of you and your allies attacks. Illuminate will also increase the range of many abilities. Foes within this area of effect will have slightly reduced chances to hit through the blinding light.
Toggle PBAoE Team: +ToHit, +Perception, +Range, Foe: -ToHit
+12.5% ToHit+432.5 ft Perception Radius
+15% Range
-12.5% ToHit
Recharge: 15s
Duration: N/AEndurance: 0.52/s
Animation: 2.03s (Freezing Rain)Flash Burn
Expose a single foe to an intense, burning light. They will be temporarily blinded, lowering their chance to hit, and the burn will slow them and reduce their ability to regenerate health and recover stamina.
Click ST Foe: -ToHit, Slow, -Regen, -Recovery
-31.25% ToHit-200% Recovery
-500% Regeneration
-87.5% Recharge
Recharge: 120s
Duration: 30sEndurance: 13
Animation: 2.03s (Benumb)Star Motes
You summon a trio of star motes, small particles of light that bounce around and fascinate foes. They will taunt nearby enemies and their light will reveal stealthed enemies near them. The star motes can't be harmed, but they can't attack and will only last a few seconds before fizzling out.
Click Location Summon: 3 Star Motes (Wisp Model), Foe: Taunt, -Stealth
Summon Star Mote 1
13.6s Taunt (Mag 4)
-1000 ft Stealth RadiusSummon Star Mote 2
13.6s Taunt (Mag 4)
-1000 ft Stealth RadiusSummon Star Mote 3
13.6s Taunt (Mag 4)
-1000 ft Stealth RadiusRecharge: 90s
Duration: 15sEndurance: 15.6
Animation: 1.53s (Come Hither)Color Spray
You flash a cone of clashing colored lights in front of you, disorienting many foes and leaving them defenseless.
Click Cone Foe: -Def(All), Stun(Mag3)
-25% Defense(All)11.92s Stun (Mag 3)
Recharge: 90s
Duration: 30sEndurance: 10.4
Animation: 2.27s (Fortitude)Lightspeed
Radiate powerful light around you that supercharges you and your allies. Lightspeed will dramatically increase your recharge and movement speed, as well as you regeneration and recovery rates for a short while.
Click PBAoE Team: +Recharge, +Speed, +Regeneration, +Recovery
+50% Recharge+30% Movement Speed
+50% Recovery
+200% Regeneration
Recharge: 360s
Duration: 60sEndurance: 20.8
Animation: 2.57s (Moment of Glory)- 4
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3 hours ago, Arcanum said:
If you could design a power set, what would it be and for which AT?
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My answer would've been time control, but that got added? Probability manipulation?
oh ho! Have you checked out my Arbiter Hawk-approved Probability Distortion powerset suggestion from back in the day? 😁Anyway, a fun read, thank you guys for taking the time to answer! And for coming out to the costume contests, loved seeing some of you there!
Maybe someday we’ll team up (not that I’ll know)!
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The debuff effects are pretty weak and need some reworking, but it is a fairly potent AoE Hold at 8 seconds long duration with a 60s recharge. That's just over half the duration of Controller AoE Holds, but with only a quarter of the recharge time.
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5 minutes ago, ViridianDev said:
This bugfix isn’t a removal of the heat distortion fx entirely, it’s a fix to this very bad-looking bug report here from specific mobs using the wrong fx
I know, I saw that bug report a few weeks ago and it's what made me remember that the Thermal powers all used to have that heat wave effect, but they were removed from all of them not long after CoV launched (I guess they were too intense for some people's PCs, I dunno). That bug post was what made me realize that the effect was still around in the game files (V_COV/POWERS/THERMALRADIATION/HEATVAPORSCONTINUING.FX) and I just keep hoping we'll get them back someday. 😅
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On 5/28/2024 at 12:49 PM, The Curator said:
Fixed visual distortion in Melt Armor fx.
noooOOOoOoooo! if anything, bring BACK the heat wave graphics to all the Thermal powers!!! they were so cool and unique!
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4 minutes ago, Williwaw said:
So no "we reverted all the changes to Bio Armor because everyone hated them and nobody even understood why they were needed in the first place", huh? 😄
This patch is stuff Cobalt Arachne is focusing on, I think. The armor changes are being handled by Powerhouse and they've been sick for a few days, but there should be another patch for the armors soon.
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That IO only gives 2 Fly protection, which is enough for a lot of -Fly effects (typically -1.6 Fly), but is unfortunately not enough for Web Grenade or Entangling Arrow and their variants which are -10 Fly.
Regarding the endurance cost reduction, do you happen to have Cardiac or Vigor for your Alpha incarnate slot?
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Like I said before, I think the Tanker version should be the only one with reduced Fire/Cold Defense in Power Shield, and then the +MaxEndurance should be dropped from Energy Reserve and replaced with scale 1.25 Resist(Fire, Cold). Might need a new name, though.
That leaves the ATs looking like the below, numbers wise on just SOs. Highest values among the ATs marked in green, defensive holes marked in red.
Without Energy Drain:
Tankers Brutes/Scrappers
Stalkers (Unhidden, assuming only 1 Defense SO in Hide) 26.52% Defense(Smashing)
26.52% Defense(Lethal)
26.52% Defense(Fire)
26.52% Defense(Cold)
30.42% Defense(Energy)
21.84% Defense(Negative)
0% Defense(Psionic)
0% Defense(Toxic)
64.88% Resist(Defense)
19.50% Resist(Smashing)
19.50% Resist(Lethal)
19.50% Resist(Fire)
19.50% Resist(Cold)
35.10% Resist(Energy)
19.50% Resist(Negative)
19.50% Resist(Psionic)
19.50% Resist(Toxic)25.74% Defense(Smashing)
25.74% Defense(Lethal)
29.25% Defense(Fire)
29.25% Defense(Cold)
32.18% Defense(Energy)
22.23% Defense(Negative)
5.85% Defense(Psionic)
5.85% Defense(Toxic)
51.90% Resist(Defense)
14.63% Resist(Smashing)
14.63% Resist(Lethal)
0% Resist(Fire)
0% Resist(Cold)
26.33% Resist(Energy)
14.63% Resist(Negative)
14.63% Resist(Psionic)
14.63% Resist(Toxic)27.99% Defense(Smashing)
27.99% Defense(Lethal)
27.99% Defense(Fire)
27.99% Defense(Cold)
32.09% Defense(Energy)
22.14% Defense(Negative)
2.25% Defense(Psionic)
2.25% Defense(Toxic)
51.90% Resist(Defense)
11.70% Resist(Smashing)
11.70% Resist(Lethal)
0% Resist(Fire)
0% Resist(Cold)
17.55% Resist(Energy)
14.63% Resist(Negative)
0% Resist(Psionic)
14.63% Resist(Toxic)With max Energy Drain:
Tankers Brutes/Scrapppers Stalkers (Unhidden, assuming only 1 Defense SO in Hide) 34.01% Defense(Smashing)
34.01% Defense(Lethal)
34.01% Defense(Fire)
34.01% Defense(Cold)
37.91% Defense(Energy)
29.33% Defense(Negative)
7.49% Defense(Psionic)
7.49% Defense(Toxic)
64.88% Resist(Defense)
19.50% Resist(Smashing)
19.50% Resist(Lethal)
19.50% Resist(Fire)
19.50% Resist(Cold)
35.10% Resist(Energy)
19.50% Resist(Negative)
19.50% Resist(Psionic)
19.50% Resist(Toxic)31.36% Defense(Smashing)
31.36% Defense(Lethal)
34.87% Defense(Fire)
34.87% Defense(Cold)
37.80% Defense(Energy)
27.85% Defense(Negative)
11.47% Defense(Psionic)
11.47% Defense(Toxic)
51.90% Resist(Defense)
14.63% Resist(Smashing)
14.63% Resist(Lethal)
0.00% Resist(Fire)
0.00% Resist(Cold)
26.33% Resist(Energy)
14.63% Resist(Negative)
14.63% Resist(Psionic)
14.63% Resist(Toxic)33.61% Defense(Smashing)
33.61% Defense(Lethal)
33.61% Defense(Fire)
33.61% Defense(Cold)
37.71% Defense(Energy)
27.76% Defense(Negative)
7.87% Defense(Psionic)
7.87% Defense(Toxic)
51.90% Resist(Defense)
11.70% Resist(Smashing)
11.70% Resist(Lethal)
0.00% Resist(Fire)
0.00% Resist(Cold)
17.55% Resist(Energy)
14.63% Resist(Negative)
0.00% Resist(Psionic)
14.63% Resist(Toxic)This way, Tankers are always winning with Damage Resistance and Defense Debuff Resistance, and while none of their base defenses are the highest without Energy Drain, they do clearly pull ahead with Energy Drain, on top of being the only AT that will have a passive MaxHP buff. Tankers do have a Psi/Toxic Defense hole without Energy Drain, which should be plugged up for fairness. Perhaps a scale 0.5 added to their Entropic Aura?
Brutes and Scrappers are ahead of Tankers in Fire/Cold Defense, yes, but at the cost of no Fire/Cold resists and no passive +MaxHP. They seem fine to me with the changes proposed. They only pull ahead in some defenses because Energy Cloak doesn't suppress it's Defense values out of stealth, and again because Tankers do not have any Psi/Toxic Defense outside of Energy Drain.
Stalkers have the highest base values for defense in their toggles, but without the Tankers mods and MaxHP buff, and without Brutes/Scrappers non-suppressing Energy Cloak, they fall to the bottom even with a fully saturated Energy Drain. But that is fine, they're not meant to battle it out like the other 3 ATs. My only concern for them is that they are the only one missing a passive Psionic Resistance, which I feel should be plugged up for fairness as well, so maybe add a scale 1.25 Res(Psionic) to their Entropy Shield.
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10 hours ago, Doc_Scorpion said:
Can some explain to me, who isn't a deep numbers wonk, what "Self damage buff lowered from 1.0x to 0.875x" means?
The Tanker modifer for self buff powers like Build Up and Rage is going from 1.0 to 0.875.
Build Up and Rage have a base damage buff of 8.0 (80%) that is multiplied by the Tanker Modifier to determine the final damage buff they get.
Old Build Up/Rage: 8.0 * 1.0 = 80% Damage buff
New Build Up/Rage: 8.0 * 0.875 = 70% Damage buff- 2
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Really enjoying this set now. I'm so happy to get a fish-less option, as that works more for the concept I have, but I still appreciate the fish theme being there, very unique.
Survivability feels much better than the original iteration, I feel like I have tools at my disposal to keep myself alive. I'm one of those weirdos who loves to play support, but also loves to play alone and it's a very fun, very active solo set.
Overall, I can't wait to play this set on live and I applaud whoever conceptualized it!
Trickshooter Seal of Approval!
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I'm guessing the idea with the change to Dark Regen and Soul Transfer is that you would now use them together to maintain HP more smoothly? Rather than your HP getting low and then filling immediately with Dark Regen, over and over?
So on a Brute...
1499.3 * (1+0.788) = ~2680.75
So that's Base HP multiplied by max target 3-slotted MaxHP buff from Soul Transfer gives you a new MaxHP of around 2680.75
2680.75 * .05 = ~134.04 HP per regen tic (5% max HP)
12 / (1 + ~6.47) = ~1.61s Regen tic rate
12 second base regen tic rate divided by max target 3-slotted Dark Regen plus Health 1-slotted gives a new tic rate of every around 1.61 seconds.
134.04 / 1.61 = ~83.255 HP/s
Yes? Did I do my math right? I'll admit I'm not an expert on the regen formula. Doesn't seem too bad, but then you're not always at the max targets...
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+Endurance in Energy Reserve seems unnecessary as the set has multiple ways to manage endurance. If Power Shield is coming down to Scale 1.7 (which I feel should only be done on the Tanker version), then the +Endurance in Energy Reserve should be changed to Scale 1.25 Res(Fire, Cold).
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Not sure why the Fire/Cold Defense of Power Shield was lowered; that was always intentionally higher because the set does not have Fire/Cold Resistance in it.
I understand it's probably too high for Tankers to get as is, but then that change should only be done for their version, and then their new Auto power (that replaces Energy Cloak) should get Fire/Cold +Resistance instead of +Endurance (since Energy already has plenty of end management available). I'll put that in the Tanker thread, as well.
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Wow, that is a lot of stuff to test. I don't think we're gonna get the level of testing needed for this many changes to 7 different armor sets. I think the devs here should maybe roll back changes for all but 2 of the sets so each set can get more focused feedback and testing done.
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On 5/18/2024 at 2:53 PM, strangething said:
Most of the attacks in Poison are launched from the character's mouth
Not to be pedantic, but aren't only 2 of the powers from the mouth? Either way, I would also like to be able to change them from launching from the mouth; the set is kind of all over the place theme-wise partially because it's like, am I concocting poisons or am I producing them from my body...?
55 minutes ago, PeregrineFalcon said:Every set needs to have a downside. Bio doesn't seem to have any except for the horrible appearance. I always thought that was the downside.
I just tell myself that Bio Armor is Plant Armor, make it green and bam! My Stalker is now a Thorns/Plant Stalker.
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53 minutes ago, Mac B said:
i already typed this in a /support report and then got redirected here.... why have "in-game support" that doesn't actually work "in-game".... can i report the /support system as bugged??? so many times i get told to go to the forums or to discord (and then say "to hell with it and them" it must not be important.... except today i'm crying about it)...
Important to remember that the GMs are volunteers and they cannot fix bugs, nor is it their job to report bugs to anyone. They are there for immediate issues like your mission won't complete, or an item vanished from your inventory, or you're stuck in geometry, etc. They send you to the forums for bugs because this IS the place to report bugs.
Anyway, yes, you're right that it shouldn't take Range enhancements. It's a leftover from the power originally being the Mastermind version, which IS Ranged.
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2 minutes ago, Saiyajinzoningen said:
does power boost also have the same rainbow effect?
since it also falls under the category of "+special powers" and boosts holds but not damage
Power Boost and Power Build Up both do the rainbow burst by default, yes.
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On 5/18/2024 at 8:38 PM, Snarky said:
So, lot of acid making it's way through the Dev studios that week. Bring your daughter to work day? Someone terrified of rainbows? I give up, what caused this need to equate Rainbows with Sadistic Power, Domination, and Villains? I do not see it.
Certain effects in the game tend to be associated with a specific visual cue so that players can easily understand what that effect is doing, like Aim causing a yellow glow because the game associates Accuracy and ToHit with the color yellow, while Build Up causes a red glow because damage is associated with red. Typically, effects that do what most players call +Special (which improve buff and debuff values and mez durations) have the rainbow glow, as if you're getting temporary enhancements to multiple attributes, because that is essentially how most of them work.
While Domination doesn't technically work that way (it doesn't provide Strength boosts, it flips a flag to activate extra effects already baked in to your powers), it is intended to simulate that effect, so... we get rainbow sparkling Domination. You don't necessarily know HOW it works, but if you're familiar with +Special powers, the rainbow colors should communicate to you that your mezzes will last longer while under the effect.
But also yeah, it would be nice to be able to customize that.
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Any way the Oni Guard could be made available as a Detail 2 on the Standard head type?
I'm trying to make an Orc character for... reasons... but currently it's only available with the ill-fitting (on a Huge body type) Half Helmets (or the new Beret and military helmets, but those don't really fit either, but in a different way).
Just a suggestion!
Also, please please please please please please please please please please please please please please please please please please
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5 minutes ago, PoptartsNinja said:
These days I think it's mostly a "sorry you deal 90+% lethal damage" thing.
If it goes away, mob resistances should have an accross-the-board rebalance.
I did think "maybe we'll just call it bonus accuracy because you do lethal or smashing damage" but then beam rifle is pure energy and still gets it lol
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Originally, that bonus was meant to make up for weapon redraw if you used a power outside of your weapon powerset, something the non-weapon sets didn't have to deal with.
I believe (and I could be wrong, cause I'm going off memory of long lost forum posts) the reason TW never got that bonus was because it's redraw times were already baked in to it's slow animations, as in (ignoring Momentum), whether your weapon was already out or not at the start of combat, the animation was the same length.
Normally I'd say, "yeah, go for it, I'm all for parity, don't forget Trick Arrow also never got that bonus" buuut... if you really think about it, weapon redraw time doesn't really exist anymore, so now it's like why do these sets get an accuracy bonus at all? Minus Archery cause that's her thing, some weapon sets get to be naturally more accurate to make up for a penalty that they don't really have anymore.
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1 hour ago, biostem said:
Bio Armor says hi.
I did say "almost completely" but Bio Armor is not entirely like those other sets, you can't be FX less on a Bio Armor character unless you skip a lot of powers.
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2 minutes ago, biostem said:
Here's the only issue with that - What if I specifically create a character with stone skin? Maybe I don't want big pieces of rock jutting out or otherwise piled all over them. IMHO, it should be up to the player to rationalize how or why their powers look or work one way or the other. And ever since they added power customization and/or 'No FX' options to other sets, the cat's been let out of the bag...
Then you make a character with a stone skin costume and choose Invulnerability, same with lots of other concepts. Invulnerability does not mean you necessarily have tough skin, it just means you're some level of invulnerable. You can be invulnerable because you're wearing some kind of armor, for example. I have a character that uses Invulnerability, but I consider her made of diamond and that's what makes her invulnerable. You don't have to pick Stone Armor just because you want a character with stone skin. You only have to pick Stone Armor if you want a character who has rocks and crystals jutting out of them. You can't pick Stone Armor and then say, well I don't want these rocks visible. Then why did you pick Stone Armor?
And yes, there are sets with No FX options for some powers, but those are almost completely found in sets like Super Reflexes, Ninjistu, Willpower, maybe Regen, I can't remember. Sets where FX aren't necessary to convey the sets theme. You can dodge without being swirly, you can regen without being green. But you can't cover yourself in rock armor without rocks.
Also, specifically with Granite Armor, that is such a ridiculous tier 9 that I consider the golem costume part of the trade off of getting it (along with the speed and damage debuffs and inability to jump and fly).
Growing Number of Bugs
in Bug Reports
Posted
Gonna be honest, these sound mostly like poor connection issues.