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Everything posted by Kai Moon
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File uploads are working again! Here's the current state. Just for demonstration, though. In reality, I try not to touch Flash Freeze. Arctic Air + Ice Slick + holds + maybe Cold Snap is already more mitigation than I need, so Flash Freeze nerfs my damage for no benefit. Problem is, sometimes I'm tired or distracted, and hit whatever button is recharged, and that might be the Flash Freeze nerf-myself button. I should respec out. On the other hand, if my suggestion were adopted, the enemies would 1) be taking Ice Slick damage, and 2) be unable to hit back. That's the point of deep sleep. Confounding Chant got updated, Ice Slick got overlooked. Overall, I'd say Flash Freeze would still be overkill on mitigation, but not self-nerfing. Skippable, but not a must-skip. flash-freeze-targets-immune.mp4
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I don't mail inf or merits to new alts. So about 1 million on a new alt is the breakpoint for me. Less than that is a barrier to participating in the economy. More than that, I'm probably fine. Before 1 million, my new low-level alts can craft, but can't really convert and sell. Say I've acquired a low level recipe I can craft. 100k - can afford the crafting fee, but can't afford converters, can't afford a listing fee either. 250k - maybe I can convert an uncommon to rare, maybe I can afford the listing fee, but the rare will likely be less valuable. 500k - maybe I can roll the rare to a better rare, but hardly guaranteed. After 1 million, I can afford multiple rolls, usually roll something in the 2-4 million range, pay the listing fee, and start the ball rolling on sustained inf flow.
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The set with Arctic Air and Ice Slick and Cold Snap doesn't need more mitigation. Ice Slick is damage on top of mitigation, which makes it one of the best in the set. And makes Flash Freeze one of the worst, because of this outdated interaction. Oh, and by the way, Flash Freeze is a deep sleep now. Ice Slick damage wouldn't break it anyway, so I'm not sure what your argument here is.
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In the last patch, Symphony Control / Confounding Chant was modified to affect sleeping targets, because the sleep power in the set, Enfeebling Lullaby, now uses deep sleep. Ice Control / Ice Slick is in the same wagon. Currently, Flash Freeze still makes targets immune to Ice Slick, which is a good reason to skip Flash Freeze. (Will attach video when I can.) Allowing Ice Slick to affect sleeping targets would match Confounding Chant's change, and would be an indirect improvement to Flash Freeze.
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Experienced paranormal investigators are always watching for signs of an entity's presence. Small, subtle clues that an untrained eye might overlook.
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There seems to be a misunderstanding here. I'm not asking a question about what happened. I tested it thoroughly, and I posted exactly what happened. It's a previously dummied AI that preferentially attacks whoever's #2 on the aggro list. I don't know how many Kallisti Wharf critters use this AI, but I know at least one does - Greater Devoured. (That might be the only one.) * My level doesn't matter. * My friend's level doesn't matter. * My powers don't matter. * It wasn't a coordinator. * It wasn't an aggro management issue. * The fact my friend didn't have a taunt matters - in my tests I confirmed that a taunt overrides this AI behavior - but lots of duos won't have a taunter. If you still think I'm not 100% accurately describing the issue, I invite you to test it yourself.
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The game has always had an alternative critter AI aiCritterDoCotBehemoth() that lets some critters ignore standard aggro rules and attack targets lower on the aggro list. But that alternative AI was dummied out. And wisely so, as I'll discuss later. Kallisti Wharf, as part of Homecoming's general trend for higher difficulty at lower levels, undummies out that AI, and uses it for Greater Devoured (Kallisti Wharf verison only), and perhaps other critters. I'm sure this was heavily playtested solo and in 8-man teams, where the alternative AI isn't going to cause problems. But dear god it makes certain 2-man teams unplayable. When I joined my friend's scrapper with my corruptor, I had to basically just go afk all mission. This feature was dummied out for a reason. Send it back to the bin.
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Energy Blast - Nova's description says "Energy and Smashing", but it's just Energy nowadays. (The tooltip text is ok.)
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As for copyright issues, Paragonwiki is GNU FDL, so is Homecoming Wiki. FDL allows copying and modifying, as long as the authors get credit. 1) Forking to a new site, with the same license, and importing the edit histories (credits), was okay 2) Editing a page adds your name to the history, without taking anyone else's off, so is okay 3) Using the Mediawiki "move" function to move a page to a new title preserves its history, so is okay 4) Writing a new page based on an old page, without the old page's history (no credit to previous authors), might not be okay TLDR From a copyright standpoint, just edit and move if needed, it's fine
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Typos from i28p2 Dark Armor changes: Cloak of Fear: Short description should say both -ToHit and -DMG "ouptupt" -> "output" Soul Transfer: 2X "concious" -> "conscious" Obscure Sustenance: "Netherworld increase your regeneration" -> "Netherworld to increase your regeneration" "making you resistance" -> "making you resistant" Shadow Dweller (sentinel version): doesn't have immob protection or perception Stalker version does, so is fine
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I went way overboard to test it. Test server, multiboxing, alt account with Trick Arrow. Gave alt the instant-recharge QA power. Made a macro to summon oil slicks at the alt's own location. Spam spam spam spam spam spam spam. Head Splittered the stacked oil slicks. Again, I don't play tankers much, but I suspect the crazy lengths I went to is some kind of game design smell. Like, maybe, just maybe, this can't happen in normal gameplay, and the target cap extension on some of these powers is a "buff in theory only".
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I didn't want to get too opinionated because I don't play tankers much. But if you want it... It's reasonable to say powers in the left column hit more targets. Radius up, target cap up too. Only 1 power per set, if any, but it's something. Powers in the right column, obviously no. Powers in the middle columns... a mixed bag. I had to get creative to test if Head Splitter hits 10 targets. It can, in theory. In practice, come on. Big picture, there are five power sets with no power in the left column. Battle Axe, Electrical Melee, Spines, Stone Melee, Super Strength. All those sets have 15' radius powers in the third column, target caps increased from 10 to 16. Maybe that's something. Except... for Electrical Melee, that power is Lightning Clap - the high knockback, no damage power. That makes Electrical Melee the odd one out. I can't say "Electrical Melee tankers hit more targets than other ATs" with a straight face just because of Lightning Clap.
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But do they, really? Now that radius and target cap increases are baked in, on a power by power basis, there's only one way to answer this question: A solid week of testing while out sick from work, and a spreadsheet. Woo! Tanker melee power differences Power Set +Radius and +Target Cap +Radius only +Target Cap only Neither Battle Axe — — Pendulum*, Axe Cyclone, Cleave — Broad Sword Whirling Sword — Slice, Head Splitter — Claws Spin — Eviscerate Shockwave Dark Melee Touch of Fear — Shadow Maul, Dark Consumption* Soul Drain* Dual Blades Typhoon's Edge — Sweeping Strike, One Thousand Cuts — Electrical Melee — — Jacobs Ladder, Thunder Strike, Lightning Clap Chain Induction, Lightning Rod Energy Melee Whirling Hands — Power Crash — Fiery Melee Fire Sword Circle — Combustion, Breath of Fire — Ice Melee Frozen Aura — Frost Ice Patch Katana The Lotus Drops — Flashing Steel, Golden Dragonfly — Kinetic Melee Burst — Repulsing Torrent — Martial Arts Dragon's Tail — — — Psionic Melee Mass Levitate — Psi Blade Sweep — Radiation Melee Atom Smasher Irradiated Ground Proton Sweep — Savage Melee Rending Flurry Normal — Shred, Rending Flurry Large, Savage Leap — Spines — Quills Spine Burst, Ripper Throw Spines Staff Fighting Eye of the Storm — Guarded Spin, Innocuous Strikes — Stone Melee — — Fault, Tremor — Street Justice Spinning Strike — Sweeping Cross — Super Strength — — Hand Clap, Foot Stomp — Titan Weapons Whirling Smash — Arc of Destruction Defensive Sweep, Titan Sweep War Mace Whirling Mace — Shatter Crowd Control * Pendulum's power info doesn't state a target cap increase, but it has one, 5 normal damage + 5 reduced damage. Radius increases for Dark Consumption and Soul Drain are reverted on test server, and are disregarded in this table.
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Pendulum's power info and description don't say it uses i28p2 target cap mechanics. Players might be confused why it does low damage on some targets. Stats and description should be same as Cleave. Target cap 5, with a note in the description, "Notes: Thanks to gauntlet, this power can hit up to 5 targets above its cap at 1/3rd effectiveness."
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No more Execute_Power bug on Brilliant Barrage, as far as I can tell. Hypnotizing Lights (Close) and Brilliant Barrage (fear missile) go off every time. It's possible I mistimed it, but I'd guess these two powers aren't affected by the bug. I don't know if Catherine Wheel's Intercept Proc also uses Execute_Power, but I didn't see any bug, just the occasional missed tohit roll which is normal.
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It's not in today's patch notes, but Catherine Wheel's Rocket Twirl was reduced to 0 range. Catherine Wheel at long range no longer tries to use Rocket Twirl first, then its ranged attacks. It instead fires its ranged attacks first, then closes to melee before using Rocket Twirl. new-rocket-twirl.mp4