
csr
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Patch Notes for February 16th, 2020 (Release Candidate 1)
csr replied to The Curator's topic in [Open Beta] Patch Notes
Gauntlet chat messages are now appearing for all types of attacks: Taunt aura, single target attacks, targeted AoEs and untargeted AoEs. YEA! I do have a question though: Is the taunt component of all taunt auras meant to be auto-hit? I thought it was, but Blazing Aura only taunts on a hit. Chat messages for this last case (first hits all three, second only two in same fight): You hit Vortex Cor Leonis Sonic with your Blazing Aura for 17.75 points of Fire damage. You hit Vortex Cor Leonis Marksman with your Blazing Aura for 17.75 points of Fire damage. You hit Vortex Cor Leonis Sonic with your Blazing Aura for 17.75 points of Fire damage. You Taunt Vortex Cor Leonis Sonic with your Gauntlet. You Taunt Vortex Cor Leonis Marksman with your Gauntlet. You Taunt Vortex Cor Leonis Sonic with your Gauntlet. You hit Vortex Cor Leonis Marksman with your Blazing Aura for 17.75 points of Fire damage. You hit Vortex Cor Leonis Sonic with your Blazing Aura for 17.75 points of Fire damage. You Taunt Vortex Cor Leonis Marksman with your Gauntlet. You Taunt Vortex Cor Leonis Sonic with your Gauntlet. Blazing Aura missed! MISSED Vortex Cor Leonis Sonic!! Your Blazing Aura power had a 95.00% chance to hit, you rolled a 95.79. -
Patch Notes for February 16th, 2020 (Release Candidate 1)
csr replied to The Curator's topic in [Open Beta] Patch Notes
I didn't see this on basic tests for Dark MM, Cont or Corr. I didn't test the Def and APP versions, as I didn't have those readily available. -
That's fine then. I just noted it because non-targeted click AoE Gauntlet messages were gone from chat and I was looking to find indicators that it was in fact working.
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It's actually triggering the visual special effects on all targets hit by the AoE Gauntlet taunt, not the target of the attack. In the pic below I hit the guy in the middle with Quick Strike and the guys on either side (but not the target) had the VSFX.
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There's little difference in the behavior of Spines/Fire in this patch compared to Jan 29. The only change I noted was that you don't have to re-toggle on zoning. Otherwise it seems to behave as it did in the Jan 29 patch. I didn't test that combo with the Feb 9 patch.
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I did a quick test on just one Tanker (Fiery/Staff). Blazing Aura seems to be carrying the global taunt proc through zoning now, and is reporting at the rate expected from Blazing Aura. On a side note though... I am no longer getting Gauntlet (non-AoE) taunt messages from attacks - only the Gauntlet AoE punch-voke and the Gauntlet from Blazing Aura - working as intended? [Edit:] I did another pair of quick tests on an Inv/Kin Tanker. No ST taunt messages there either. I do see the radiating lines around the heads of targets hit with the Gauntlet AoE punch-voke, but no special effects indicator for the aura or primary target of attacks. So.... Attacks with a target proc AoE Gauntlet and state which foes were taunted in chat and produce the radiating lines around the head special visual effect. Taunt auras have the message, but no special visual effects. Attacks which should trigger basic punch-voke on targets hit have neither message nor special visual effect (but they do behave as if taunted - as far as I can tell).
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It still seems to require a toggle cycle to get taunt auras to work after zoning. Also, it appears that Gauntlet isn't working each time I hit a foe with my taunt aura. In a simple case where I let Blazing Aura defeat two prisoners on the street, I hit the minion 9 times with Blazing Aura and had 5 Taunt messages. The Lt was hit 16 times and had 9 Taunt messages, and one of those came after a Blazing Aura miss (the only one of the 26 attacks from BA that missed). It almost seems as if the tick rate for the Blazing Aura taunt is half that of the rate for damage. Though it could simply be that either it isn't taunting all the time, or isn't reporting the taunt even though it worked. Whatever the case, something is not right. BA test.txt
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I believe the missing RWZ dummies is a long standing issue. Things may have changed in the last 8 years, but as I remember it they despawn when someone logs into the area with no one else around (and I don't think they respawn until the zone is reset).
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That's why I used the logs to start with. However, those logs were skewed, as I was maximizing my own combined damage/mitigation rather than going for max -Res while sololing AVs (Psi CWK, BM and Bobcat). I don't think it's worth the effort to work up a sim, as who is really going to go all out for -Res? A Cold Def has other things to do that are more useful; such as casting Benumb. Hasten, maximizing the value of Heat Loss' END value, etc.
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It probably is for very high recharge and using just Sonic attacks. The average -Res per activation (-20% * dur / ArcanaTime act) for the attacks are: Dreadful Wail -189.4% Screech -139.9% Shriek -84.2% Scream -75.8% Shout -68.9% Howl -63.8% That gives you a rough priority ranking. How things fit together makes a big difference though.
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I was expecting about -80% from attacks. Using Infrigidate regularly instead of an attack was costing me about 8% -Res. So that estimate would have been close to the estimate I get if I replace Infrigidate with an attack when I can (about a combined -79% instead of -71%). About 13% of my time was used casting Sleet and Heat Loss. So that's going to eat into that 91.5%. As will that 5% miss chance (I calculated my -Res off of hits in the combat log). You're going to lose around 16.5% Res to those, leaving you at 75% or so. Pretty much the same as my chain of Shriek-Scream-Shriek-Shout.
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I dug up a few old logs from vintage CoH for my Cold/Sonic Def. Adjusting proc rates to HC and applying the debuffs for each hit he would average about 138% -Res in long AV fights. Roughly 62% from attacks, 58% from Sleet and 9% each from the AH proc in Infrigidate and from Heat Loss. Note that that is a well IOed build, but with no purples and the only Incarnate ability a T3 Spiritual Partial Radial Alpha (he was my second to last 50).
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issue 26 Patch Notes for January 28th, 2020
csr replied to The Curator's topic in Patch Notes Discussion
You might want to look up what the word "initially" means. As for the damage buff to Burn, you will note that that buff took the form of up front damage, which is not decreased by things running away. -
It makes sense, as otherwise some of those mini Melee Cones such as Head Splitter would be the worst punch-voke powers around. Too bad PBAoEs (which have no target) miss out. But since most (all but Burn and Soul Drain?) have 16 target caps for Tankers, that's not a big loss.
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issue 26 Patch Notes for January 28th, 2020
csr replied to The Curator's topic in Patch Notes Discussion
For the record, Burn was initially there to provide Fiery Aura with Immobilization Protection in a unique way. -
I did a bit more testing with a Fiery/Staff Tanker and a Stone/Fiery Tanker. It appears to be timing as you say. Some powers are consistent (Barb Swipe gives one of two reports depending upon whether the Immob chance fires or not) while others aren't (Mud Pots will list the proc then damage after the Immob most of the time, but occasionally reverses the proc and damage reports). The important thing is that it always procs, it was just a parsing issue on my end. I did notice something I thought was odd though. Staff Fighting / Guarded Spin and Staff Fighting / Innocuous Strikes (both Melee Cones) are both reporting "Gauntlet's Area of Effect" (which I had associated with ST attacks) firing while the PBAoEs tested don't (Staff Fighting / Eye of the Storm, Fiery Aura / Burn, Fiery Melee / Combustion and Fiery Melee / Fire Sword Circle); they report one instance of Gauntlet firing for each target hit (the Melee Cones tested also do this, they just toss in that "Gauntlet's Area of Effect" message as well).
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[Edit:] It appears to have been my log parser that was at fault. I saw it right before damage messages for Quills and Blazing Aura, I didn't see it there for other attacks. I decided to test in a more sedate environment to confirm - RWZ dummies. Interestingly, upon entering Quills was taunting, while Blazing Aura was not. Toggling Blazing Aura caused them both to taunt. Anyway.... It appears that the taunt report IS there on the other powers. It's just inconsistent how it reports so my parser assumptions were wrong. Here are a couple of examples... BARB SWIPE CAST 1: You activated the Barb Swipe power. HIT Practice Dummy! Your Barb Swipe power had a 95.00% chance to hit, you rolled a 21.88. Bad News Bear grants you 7.5 points of endurance with their Panacea: Chance for +Hit Points/Endurance! You grant Bad News Bear an infusion of 7.5 endurance! You hit Practice Dummy with your Barb Swipe for 0 points of Lethal damage. You Immobilize Practice Dummy with your Barb Swipe. You Taunt Practice Dummy with your Fury. You hit Practice Dummy with your Barb Swipe for 0 points of Toxic damage over time. BARB SWIPE CAST 2: You activated the Barb Swipe power. You Taunt Practice Dummy with your Fury. HIT Practice Dummy! Your Barb Swipe power was forced to hit by streakbreaker. You hit Practice Dummy with your Barb Swipe for 0 points of Lethal damage. You Immobilize Practice Dummy with your Barb Swipe. You hit Practice Dummy with your Barb Swipe for 0 points of Toxic damage over time. IMPALE CAST 1: You activated the Impale power. HIT Practice Dummy! Your Impale power had a 95.00% chance to hit, you rolled a 64.62. You hit Practice Dummy with your Impale for 0 points of Lethal damage. You Immobilize Practice Dummy with your Impale. You Taunt Practice Dummy with your Fury. You hit Practice Dummy with your Impale for 0 points of Toxic damage over time. You hit Practice Dummy with your Impale for 0 points of Toxic damage over time. You hit Practice Dummy with your Impale for 0 points of Toxic damage over time. You hit Practice Dummy with your Impale for 0 points of Toxic damage over time. It appears to typically report immediately after the cast and before the ToHit report. But if something procs, like the chance to Immobilize, it reports after that.
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I tested this with a purpose built Spines/Fire Brute. Both Quills and Blazing Aura were taunting if toggle cycled after zoning and didn't taunt otherwise. No runners to speak of with that in the Bloody Rainbow farm. The Fury taunt message only appears for the toggles, not for other punch-voke effects; is that working as intended?
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This is what I meant: that the proc should be reliable, not that its effects should reliably stop runners.
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I tested this briefly. Nothing ran when I used Burn (and only Burn) on a fire Tanker. But then, this Tanker only had trouble on teams before, so that doesn't mean much. I'm surprised none of our hardcore Fire farmers have tested this yet. [Note: I'm not crazy about he "improved the reliability" part of the note. It makes it sound as if it's only more reliable, not absolutely reliable. I hope that's not the case.]
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issue 26 Patch Notes for January 28th, 2020
csr replied to The Curator's topic in Patch Notes Discussion
Same. I had this happen back in the olden days and fixed it simply by moving the entrance then moving it back. -
issue 26 Patch Notes for January 28th, 2020
csr replied to The Curator's topic in Patch Notes Discussion
It's a meaningless change in that Cleave won't hit even the lower caps unless mobs somehow stack on top of each other. It's a 10' 20 degree cone, so even theoretically it's hard to hit four; in practice you'll rarely hit more than 2. The change was made to have it be consistent with kindred powers. Those are Broad Sword's Head Splitter and Katana's Golden Dragonfly. (Note that Cleave is not as comparable to War Mace's Shatter as it does about 20% more damage while Shatter is an 8' 45 degree cone.) -
Most people don't know the internal names. Patch Notes should probably refer to powers by the name that people know them by, rather than the internal labels. In this case that's a pretty minor issue, but it's never too soon to adopt good practices.
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I believe those may be PvP effects; which shouldn't appear unless you click that button.
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I assume "Head Splitter" is the internal name for Katana's Golden Dragonfly. Correct?