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Kai Moon

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  1. -Res -Def -Rech -Run, -Jump Defender Freezing Rain 35→40% 30% 50% 70% Defender Sleet 30% 30% 40% 50→40% Mastermind Freezing Rain 30% 30→18% 40% 50→56% Mastermind Sleet 30→22.5% 30→18% 40→32% 50→32% First, the patch notes don't say Sleet's run and jump speed debuffs were supposed to be lowered from 50% to 40%. Was this inadvertent? Second, although Defender Sleet's numbers have always been worse than Defender Freezing Rain's, that was because Issue 6 copypasted the weaker Controller version of Freezing Rain to Sleet for Corruptors (which was fine), then Issue 12 copypasted Sleet back to Defenders without giving it better stats (which was not fine). The Page 7 changes would extend the weirdness of Sleet being strictly worse than Freezing Rain, apples-to-apples, for all archetypes. To avoid that, you could make Freezing Rain better at resist debuffs, Sleet better at something else. Slows or end cost perhaps. Or you could make Sleet equal to Freezing Rain, as it was for all ATs except defenders.
  2. Verified fixed on test server for Issue 27 Page 7!
  3. Mission ID: SL7_Council_Errand1 Wiki reference: https://homecoming.wiki/wiki/Mission:Colleen_Nelson_-_Go_to_Brickstown_and_convince_the_Council_agents_to_get_their_jollies_elsewhere Version: Issue 27 Page 7 test server The mission description says "I need you to get over to the Brickstown and convince those Council agents...". The mission selection text says "Go to the Brickstown and convince the Council agents..." Both should say "Brickstown" instead of "the Brickstown".
  4. Cross-referencing this with March 2020 AT frequency statistics (Level 50 Archetype Time Played excl Brute Fiery Aura, million character-hours) to identify potential chokepoints. Tank Tanker+Brute +PB+WS 2.2+2.6+0.2+0.2 5.3 Melee Damage Scrapper+Stalker +PB+AS+AW 1.7+0.6+0.2+0.2+0.2 2.9 Ranged Damage Blaster+Sentinel+Corruptor +PB+WS+AS+AW 1.8+0.8+0.9+0.2+0.2+0.2+0.2 4.3 Control Controller+Dominator +WS+AW 1.7+0.6+0.2+0.2 2.7 Support Defender+Mastermind +AS 0.9+0.9+0.2 2.0 So if there's unintended holdups in team formation, watch out for "we already have we don't need" with respect to Tanker and Brute, and "we can't start we need" with respect to Defender and Mastermind. And if there's the potential to add second roles for archetypes, it might help to focus on the "needy" categories, Support, Control, Melee Damage.
  5. In practice, maxhp is a buff, absorb is a heal. Proactive vs reactive. This makes Frostwork a different power: a single-target heal for 80% as much as Absorb Pain, with 4x the recharge. Downside, this doesn't pass the laugh test, so expect Frostwork to remain unpopular and skippable. I'm weird and I'll keep it, but it'll be out of my buff rotation. Upside, players who hate Frostwork as an underwhelming buff but love Frostwork as an underwhelming heal can go ham on recharge and add a Panacea proc to try to make it work. I doubt it'll be effective, but I'm sure someone will find it fun.
  6. Wiki reference: https://homecoming.wiki/wiki/Mission:Anton_Sampson_-_Check_out_the_cave_Nemesis_mentioned#Defeat_all_villains_in_safehouse In Anton Sampson's mission SL7_Nemesis_Compound2, for the third and final task, Azuria sends the player character to a warehouse. Enemies in the front of the warehouse have the following dialogue: In this context, the "he" is the player character. But "he" is the wrong pronoun if the player character is female. (I tested this with both a male and a female hero.) The enemy should say "he" or "she" depending on the player character's body type.
  7. Wiki reference: https://homecoming.wiki/wiki/Phillipa_Meraux#Stop_the_Freakshow_raid The first mission of Phillipa Meraux's story arc "Corporate Culture" has only one bomb to defuse. The objective text says "Defuse the last bomb!" as if there were multiple bombs.
  8. I'd guess it's mainly for more damage, to balance out the defensive, control heavy nature of both Dark Blast and Dark Miasma. Corruptor has enough -tohit, -damage, healing, and lockdown to make a team immortal. Boosting those further as Defender is overkill. There are also a couple of cross-AT power quirks that benefit Corruptors: * Corruptor's Dark Servant is identical to Defender's. * Corruptor's Life Drain self-heals 5% more than Defender's. I'd guess the main draw of going Defender is the -30% resistance on Tar Patch, compared to the Corruptor's -22.5%.
  9. Speaking of Night Ward, the TUNNEL fast travel dialog has an outdated level range for Night Ward: Night Ward was lowered to 25-30 at some point before 2019. It should say "Night Ward: 25-30".
  10. The Night Ward repeatable mission contacts, Atherton Cromwell and Sir Lionel, have an error in their text for players level 24 or under. Atherton Cromwell: Sir Lionel: Both should say 25 instead of 30. Their level range is 25-40.
  11. When typing /respec with no respecs available, this outdated message appears: I noticed this is confusing some new and returning players. It's misleading on Homecoming, /respec works with any respec, regardless of how you got it. A message that simply says "You do not have any respecs remaining." would be more helpful. Optionally, a hint on how to get more respecs.
  12. Since the problem started when you changed distros, might help to check the kernel driver, modules, and OpenGL. Could you paste or attach the text output from lspci -v -s `lspci | awk '/VGA/{print $1}'` glxinfo | grep OpenGL
  13. While going through the old Issue 0 contacts, I've found some missions that, as far as I could tell, didn't have articles yet on the wiki. Nothing too exciting yet, but I'll list them here as I find them, in case anyone wants to check these little-known old missions out. 25-28 Go to Talos Island and defeat Devouring Earth 25-29 Stop the Lost from forcing their mutagen on others 30-31 Talk to the Brickstown Security Chief 30-34 Battle the Rikti wherever they may be 30-34 Fight Crey Operatives in Crey's Folly to disrupt illegal salvage 34-35 Find the Council defector 40-45 Make a ruckus for Malta forces in Peregrine Island 40-45 Rescue Freedom Corps trainer from the Malta Group 43-45 Go to the Rikti War Zone and stop the Crey surveillance
  14. I just copied and pasted the logs to regexr.com, typed in the different search strings, and let the website count the number of matches
  15. Homecoming Wiki reference: https://homecoming.wiki/wiki/Mission:Common_-_Cull_the_numbers_of_the_Banished_Pantheon The Magic5 contacts Laura Brunetti and Miriam Bloechl give this original Issue 0 mission to level 25-28 characters. The mission acceptance text still suggests Dark Astoria, but that zone was changed from level 21-29 to incarnate level in Issue 22. Suggesting Talos at night instead might be more helpful. (See also https://homecoming.wiki/wiki/Mission:Common_-_Hit_the_streets_and_defeat_a_few_Pantheon_cultists, a 20-24 mission with text that was changed on Homecoming to suggest Talos instead.)
  16. Found the problem in the public COH-VM3-i26 release. data/server/bin/badges.bin lists just 3 out of the 4 "Blue Ink Man" IDs. * kills.Tsoo_CoV_Sai_Red_Men * kills.Tsoo_CoV_Kama_Red_Men * kills.Tsoo_CoV_Claws_Red_Men Adding the 4th - kills.Tsoo_CoV_Katana_Red_Ink_Men - should fix it.
  17. I hopped back on test server, and retried Pavel Garnier on a character with the matching origin, Mutation. Same result - he doesn't give the story arc at level 15, 16, 17, 18, or 19. It's as if he doesn't have a story arc at all. (Edit: Note to GM/QA maybe check "/addcontact Pavel_Garnier" and "/contactdetail Pavel_Garnier" and see if the arc is on his list?)
  18. Scratched at this on test server, with the power of /levelupxp. * Olivia Chung - who is conveniently next to Pavel Garnier in contacts.bin afaik - gives the arc normally. * Pavel Garnier doesn't give the arc at any level. Not 15, not 19, not anywhere between. So, I'd be curious if there's a teeny tiny difference between Olivia Chung's and Pavel Garnier's data records. Even a little typo might do it. Minor note, Pavel Garnier gave the arc as of the public COH-VM3-i26 release. There's a good chance this only affects Homecoming.
  19. Since Blind involves both a single target attack, and a 2' AoE effect (area factor 1.225), I wanted to test how often procs fire on Blind. Both tests: Level 50+1 illusion controller on test server. Slotted Blind with the 4 procs below. Logged autofiring Blind on a RWZ practice dummy for about an hour. Test 1: Also slotted two 50+5 recharge IOs. Spiritual core paragon alpha (45% recharge). Activation+recharge time = 5.56s. Test 2: No recharge slotting. Musculature core paragon alpha (no recharge). Activation+recharge time = 8.98s. Apocalypse proc (4.5 PPM) Test 1: 230 procs in 593 hits (39%). Expected ST proc rate = 42% (z=-1.4). Expected AoE proc rate = 34% (z=2.5). Test 2: 268 procs in 386 hits (69%). Expected ST proc rate = 67% (z=0.9). Expected AoE proc rate = 55% (z=5.7). Superior Will of the Controller proc (5 PPM) Test 1: 276 procs in 593 hits (47%). Expected ST proc rate = 46% (z=0.1). Expected AoE proc rate = 38% (z=4.4). Test 2: 286 procs in 386 hits (74%). Expected ST proc rate = 75% (z=-0.3). Expected AoE proc rate = 61% (z=5.2). Unbreakable Constraint proc (4.5 PPM) Test 1: 240 procs in 593 hits (40%). Expected ST proc rate = 42% (z=-0.6). Expected AoE proc rate = 34% (z=3.3). Test 2: 262 procs in 386 hits (68%). Expected ST proc rate = 67% (z=0.2). Expected AoE proc rate = 55% (z=5.1). Fortunata Hypnosis proc (4.5 PPM) Test 1: 251 procs in 593 hits (42%). Expected ST proc rate = 42% (z=0.3). Expected AoE proc rate = 34% (z=4.3). Test 2: 252 procs in 386 hits (65%). Expected ST proc rate = 67% (z=-0.9). Expected AoE proc rate = 55% (z=4.1). Conclusion: Procs in Blind fire at rates consistent with the single target formula, and almost certainly aren't penalized by an area factor of 1.225. test1.txt test2.txt
  20. Issue 13's Enforced Morale uses a quirky non-stacking mechanic not used by other powers. It can't stack with any recharge or movement buffs, above a low threshold. Consequently, Enforced Morale was broken in Issue 19 when fitness became inherent. In other words, Enforced Morale's movement buffs never apply to other players, because even level 1 players are over the threshold from Swift and Hurdle. See attached screenshot - no movement buff on a brand new, unslotted, level 1 alt. Additionally, Enforced Morale's recharge buff inconsistently applies to other players, because other players can have recharge buffs from LotG, set bonuses, Hasten, or other buffs. Enforced Morale also checks kMeter for no apparent reason, causing certain ATs in certain states to get no buffs from Enforced Morale except perception. These quirks lead to confusion because the power's effects are inconsistent and don't match the description. Suggestion: Remove the kMeter, kRechargeTime, kRunSpeed, kFlySpeed, kSpeedJumping, and kJumpHeight conditions. The design intent appears to be to allow 5 stacks of 5% recharge buff each. There's now a different mechanic to allow up to a certain number of stacks of an effect. Use that instead. City of Data reference: https://cod.uberguy.net/html/power.html?power=defender_buff.pain_domination.enforced_morale&at=defender
  21. I moved two categories by contact level yesterday. When I tried to propose deletion for the redirects left behind, the SMW change propagation job queue is still stuck on them (it's been a day). It's probably safe to just delete these redirects, if that doesn't mess up the job queue. The redirects are unused, because no contacts have these level ranges on Homecoming. https://homecoming.wiki/w/index.php?title=Category:Villain_Contacts_Level_1-4&redirect=no (formerly Kalinda and Matthew Burke who are 1-9 and 1-10, at least on Homecoming) https://homecoming.wiki/w/index.php?title=Category:Villain_Contacts_Level_5-8&redirect=no (formerly Doctor Creed and Mongoose who are 3-8, at least on Homecoming)
  22. Issue 1 TF design in a nutshell😆 I thought this was fixed, but this copy paste error is still in the game. Entry popup text in third mission of Faathim TF.
  23. Seems to be an oversight. Drowning in Blood famously gives no reward merits, and adding merits to DiB is a perennial feature request. ... except the redside version of Drowning in Blood, launched if the leader is in a redside zone or is villain/rogue in a coop zone, gives 2 reward merits, and seemingly nobody noticed. Would be neat if both versions gave the same number of reward merits, since both versions have the same enemies and objectives.
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