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Jacke

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Everything posted by Jacke

  1. Not a dev, but I have a certain...gravitas. That's the Attributes Monitor window. It's just a set of...references into the mass of values currently available in the larger Combat Attributes window. Which is only some of the many values in the game that we're aware of. I don't know what is the internal implementation of how the Attributes Monitor window references the particular values it shows from the larger Combat Attributes window. There are a few possibilities, heavily dependent on how all that data is organized and squirrelled away. This article has some information, but it may not be up-to-date on the current state of the Combat Attributes window. https://homecoming.wiki/wiki/Combat_Attributes_Window Every now and then, there are major changes in the plumbing that affects the Attributes Monitor window. What used to be up to 10 Attributes values it previously monitored can now be a mixed list of a bunch of blank lines, some Attributes values (but not the ones the player previously selected), and strange unknown items. Like "Gravity". Happens more often on the test servers. When certain changes to the plumbing get released live, the same thing can happen on the live Shards. Just need to fix the lines in the Attributes Monitor window. What I do: If I can't recall what they were for a toon: Go to my config notes and the section on Attributes Monitor window, as most of the lines are common to all my toons. Or the screenshots I have of toons' tray layouts, which will also have the Attributes Monitor window. Open the larger Combat Attributes window. Stop displaying all in the Monitor window. Without any monitoring set, it will disappear. In the Combat Attributes window, select the values to monitor. Starting with: Base > Last Hit Chance And so on.
  2. Ouch! Not a dev, but that sounds like your toon's last save was mangled. Be sure you put in a Support ticket ASAP reporting that so it can be resolved. It's a bit of a pain, but here's how to do it on Windows (other OSs use similar steps): Have a graphics program like Irfanview 64 running with no image (in Irfanview, press the D key to delete anything present). Alt-Tab to display the City client showing your Enhancement screen. Scroll to the top on the right pane to show all the powers at top of that long listing. Type Alt+PrtScr to get a screencapture of the active window. Alt-Tab to display the graphics program. Type Ctrl+V to paste the screencapture into the graphics program. In the graphics program, save the current screencapture to a new filename. Delete the current image to be ready for the next screencapture (in Irfanview, press the D key to delete anything present). If still have powers in the right pane to screencapture Alt-Tab back to the City client. Scroll down the right pane to display the next set of powers Then go back and do again steps #3 to #8 Remembering to save the next screencapture to a new file name. Likely with "1", "2", etc,. in the filename for each successive screenshot. If all the screencaptures are complete, you're done.
  3. Typos in the follow Patron Pool Powers changes. I think "degrees" should be "feet". Patron > Soul Mastery > Darkest Night (Sentinel) - Recharge increased to 20s, Radius decreased from 25 to 15 degrees, Target cap lowered from 16 to 10 Patron > Soul Mastery > Darkest Night (VEAT) - Recharge increased to 20s, Radius decreased from 25 to 15 degrees, Target cap lowered from 16 to 10
  4. What are all these "red flags" people are talking about. Vaguely get it, but thought I should ask. 😺
  5. Jacke

    Merc/TA???

    Welo, Burst, Slug, and M30 Grenade each set a Focus Fire Mode on the target (FocusFire_Burst, FocusFire_Slug, FocusFire_M30 which only affects main target), each of which buffs all Mercs damage by +3.3% for 30s. Shots from different Mercs MM don't stack the Modes but extends the duraction back to 30s. It's not much, but like -Resist, it's extra damage that expands the base damage of the Mercs attacks. Mastermind Assault adds 11.25% Damage enhancement to all affected allies attacks. As for one or the other, why not both?
  6. Already available. For the Melee powerset with a sword and fantasy medieval theme, there's Broadsword, Dual Blades, Katana, Staff Fighting, and Titan Weapons. For the Protection powerset with self-healing/regen/absorb, besides Regen there's also Willpower (set and forget) and Bio Armor (the best heal/regen/absorb powerset). To heal others, add in the Medicine Pool with Stimulant and Aid Other. Broadsword, Katana, and Staff Fighting all have a power that provides +ML Def, which helps with Bio Armor's SL Def hole (has strong SL Resists). Staff Fighting and Bio Armor both have a 3-state control to vary what they focus on. Staff/Bio might have too much selection, but I eventually will try a Bio/Staff Tanker. Select a Tanker for maximum survivability, a Scrapper for instant strong attacks, and a Brute for something in between that needs to keep attacking (and being attacked) to keep Rage up and attacks powerful! Check them out! I'm sure you'll be able to find the right combination for your toon concept. 😺
  7. When recreating a long ago Ice/Poison Corruptor, I went with Poison/Water Defender. It looks like a great combo. I would imagine a Water/Poison Corruptor would work too. Also all the other (de)buff powersets @Snarky and @Psyonico mentioned, which don't have heals and thus makes Water's Dehydrate a good substitute. There's also Storm: - Cold, Force Field, Poison, Storm, Sonic, Trick Arrow And if you want to go with a (de)buff powerset with a heal, possibly dropping Dehydrate, there's these that aren't too busy (I think): - Dark, Nature, Pain, Rad, Thermal, Time Each (de)buff set has their own nuances. Skim them all in the HC Wiki and MRB and decide which one you think fits the toon best.
  8. I know the internal powerset names include "Defense", but I would like to avoid overloading that term any more than it is now. I always refer to the Primary powerset of Tankers and the Secondary of Scrappers, Brutes, Stalkers, and Sentinels as Protection.
  9. On my weird old laptop (from about 2012), the volumes usually stay at 3%. Sometimes when I want it quieter, they get set to 2%. Sometimes when I need to find a glowie, Sound Effects gets turned up to 5% or 6%. The only time in the longest I remember it being different was for a few days in January, as I related below. Not sure why it happened. But it only lasted 2 days or so. And the volumes are all back at 3%.
  10. I noted something similar back in January, maybe after testing on Breakout Shard (but unsure). But somehow it affected all Shards. Normally my 3 volumes are at 3%. Sometimes turn up Sound Effects to find a glowie. Sometime turn them down to 2% when I need the game to be quieter. Then in January, had to turn them all up to about 25%. Held on multiple Shards. Later that day, had to turn it down to 15%. Then the next day to 10%, then 5%. Then I was back at 3%. It's weird and I don't know what caused it.
  11. Before choosing or skipping a power, you should always look at the information to judge them. "/linkinfo <powername>" in-game. City of Data 2. Even Mids Reborn (damage numbers are fairly accurate). See how fast is the cast Arcanatime, how much damage they do, even if they they have a mez, other details. One of the common changes over the years is to take mez-only powers in Range and Melee powersets and rebalance them with decent damage. Example: Dark Melee's Siphon Life used to do little damage and Touch of Fear did none (but was often in builds to help Dark Melee Scrappers take on tough enemies by putting the fear of death iinto them...and fulfilling it. 😺) Now they're both major damage dealers.
  12. City of Heroes was my first MMO. I was introduced to City by a good friend in the Summer of 2005. By the Fall, I had my own copies of City of Heroes and City of Villains and my own account. I always maintained its subscription, even when I took breaks from City...except when I tried out City F2P...and soon went back on subscription. Like @Psyonico, it was finding Repeat Offenders about Summer 2006 that solidified my connection to City. Having a cool group of players to team with and discuss all sorts of things make playing in City even better. The less said about the events from 2012 Aug 31st to Nov 30th, the better. Before and after, I'd tried other MMOs, other games. If there was a good friend on a game, I stayed longer. (SWTOR has my record for most returns to a game. Love the idea. Some of those implementation details though....) But none of them were City of Heroes. During this time, I worked to keep things going for Repeat Offenders. Then in 2019 April 24th, City of Heroes returned to the public in the form of Homecoming. I started playing that first day, as did many Repeat Offenders and others I knew. Now in 2024 January 04th, Homecoming is back in the news with the Official Licence Agreement with NCSOFT to provide City of Heroes. Interest in Homecoming has taken off. More Repeat Offenders and others have come back. Many new players are discovering City of Heroes for the first time. It's a grand occasion to spend some time in the City we love. 😺
  13. If only! I keep asking for it. I have my own ideas for it too! <Dust and creaking noises from delving into the archives....> Here! And my proposal for Clown Summoning in reply. Not just a Bots customisation. (Though Clowns showing up in a box that unfolds is interesting.) As it was foretold in the Ancient Tomes: https://homecoming.wiki/wiki/April_Fools%27_Day#2012 Clown Summoning as a new MM Primary. Just imagine. T1: Throw Pie T2: Call Clowns (Happy, Sad, Angry) T3: Throw Wrench T4: More Comedy (Equip) T5: Encourage Clowns (shoot 1 random Clown, locks out summons for 30s, remaining Clowns +50% Damage 30s buff) T6: Call Mimes (idle animation have them mimic each other) T7: More Drama (a little car rolls up and out pour 10 or so Clowns, similar to Thugs Gang War) T8: Call Killer Clown T9: More Tragedy (Equip)
  14. Not a dev. However, I am a tester.... There will be more changes to Masterminds in the future. At least one major one requires other major changes at least at the same time. Page 7 is huge and there's a lot of focus on getting through the Open Beta dealing with making what's in it as right as possible for release. More updates of a more reasonable size will be coming this year. I'm sure changes to Masterminds will be in them. Changes to some MM Secondaries will come from changes to the similar Powersets for other ATs, like the changes to MM /Traps Detonator in Page 7.
  15. An AoE Immob may not be necessary to make Storm viable. But it would likely make it much better.
  16. Great post, @OverkillEngine. Quite correct. The original effect was Afraid, which made the mobs run away. Around Issue 3, in most powers it was replaced with the effect Fear, which has the mobs perhaps run a short distance, then cower in place. If under Fear and attacked, the mob either does one counter-attack or runs away for 10s, then cowers in place again. Fear is referred to as Terrorize in many places, like in the status display underneath the health bar. Fear powers also include a skull in their icon. I believe most remaining uses of Afraid are in damage/debuff patches to make the mobs want to leave them. Great idea to do something similar with Sleep to better adapt it to more of the game as it is played now. Having the attack that breaks Sleep get an auto-crit or breaking Sleep create a short-term -Resist debuff (including for the attack that breaks the Sleep) would help make Sleep more appealing.
  17. I did look a teeny bit at Arsenal Control. I'd likely take Tranquilizer at L1 as a damage power (to use with more damage from Cryo Freeze Ray for a good mez and solid Containment, as well Arcane Bolt...that's going to look weird...something to figure out later). Kind of disappointing its mez can't be stacked and is so easily broken, really needing Cryo Freeze Ray for that.... Something needs to be done. This is a serious suggestion: Replace Tranquilizer with Toxic Web Beanbag: Toxic poisoning after a short delay causes autohit Sleep. ToHit roll success gives immediate Smashing and Toxic damage, as well 0.5 KB (or vectored KD), after a short delay Immobilize (I think Mag3 and stackable). Yes, it is the all-singing-all-dancing mez power (not so much dancing after getting hit with it...or singing while Slept). But I think it would be fantastic. And can be balanced.
  18. Page 7 Build 2 Patch Notes still missing the rename of Blaster's Munitions Mastery to Arsenal Mastery. It's still Arsenal Mastery on my AR/Dev Blaster on Brainstorm.
  19. Good points. However, neither Requiem nor Rommie was getting Shout of Command and in ITF Mission #3 both have base 0 Immob Protection and don't get more from their Purple Triangles. Rommie has a Shield power (can't remember the name) that gives him Mag3 Immob Protection. It still comes down to these 2 AVs not being affected by Spectral Core Interface Immob procs, as I saw those applied, pushing the total Immob on both of them to Red negative numbers, thus they should have been immobilized, yet both still moved. Use other Immobs and they get stopped.
  20. Those immunities to Mez effects show up via the Power Analyzer power, which uses the Combat Attributes window to show their attributes, including Mez Protection. That's how I know in the ITF Mission 3, for Immobilize Protection, Rommie has 3 and Requiem has 0.
  21. Although the Mag2 Immobilize of the Spectral Core Interface Immobilize Proc shows up in the Power Analyser output, in the 3rd mission of the ITF, both Rommie (Immob Prot of 3) and Requiem (Immob Prot of 0) ignore Spectral Core Internface Immob and keep moving even when their net Immobilize shows as negative red. Both Defender's Traps Web Grenade and Psychic Blast Subdue immobilized the same Rommie and Requiem. Tested last night on Brainstorm by a group of 5 of my guild members. Motivated by a previous all-Defender/Corruptor ITF in which lack of immobilization of AVs prevented the team from completing it on Everlasting. Was looking at just swapping in Spectral Core Interface (T4 has a 25% chance to proc a Mag2 Immob for 4.3s base).
  22. So you're saying the MAGI Vault is just a decoy to help hide the Real Bad Stuff Vault.... O.O
  23. Many times it has been mentioned that the movement of Storm Cell is rather slow. May be effectively solved in some builds by having a high recharge, which then has issues with the endurance cost. There's a bit of a problem with pets following. I took Teleport Target on my Ice/Cold/Ice Controller and I'm glad I did, because even with me not having any movement buffs besides Swift and some IO set bonuses, Jack Frost has a hard time keeping up with me, Often have to teleport him forward into combat when he's way off in the distance. Too bad Storm Cell can't be teleported.
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