Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Kai Moon

Members
  • Posts

    292
  • Joined

  • Last visited

Everything posted by Kai Moon

  1. I think so. In-game description says 1.0X accuracy. To-hit logs say 75% chance vs even con with no defense/tohit/acc in play. (Tested on defender.)
  2. I didn't play with the power "for real", but while trying to get video for my post, I missed a lot, and had to swap out a rech for an acc. No sets. So this is going to be one of those expensive Provocation powers, which is interesting given its short-lived and possible accidental-grief effects.
  3. I'll keep my design opinion to myself. Others in this thread argue it better than I can. Just my observations. 1. Against most enemies, there's a <2-second, likely 0.75-second, unenhanceable immob and trawl, with no further effects. 2. Unlike most mezzes, the immob magnitude is affected by relative level. Mag 2.7 vs +1s, for example. That leads to low magnitude as well as low duration in normal gameplay. 3. The effect and duration can be drastically different against other enemies within the same spawn. 30-second intang vs 0.75-second trawl. And some text bugs/typos: 1. User's combat log says "intangible" for trawled, non-intangible targets. Target's combat log also says "intangible" in that case. Both logs have doubled messages. 2. Black Hole's short description says "Intangible". It's not intangible against most enemies. 3. "immunie" -> "immune" EDIT: This was on a defender. Sorry, didn't realize other AT versions were different. black-hole-power-analyzer.mp4
  4. Retested, struckthrough parts of my earlier posts that no longer apply. For brutes, Psychokinetic Barrier has a new combat log message, but "weakeing" should be "weakening". For other ATs, Psychokinetic Barrier still has Energize's message.
  5. In a league, after players move from team to team, the player order in the League window (WDW_LEAGUE) usually differs from the player order in the Team window (WDW_GROUP). The Team window order is also used by /team_select (CMD_TEAM_SELECT) ("Select Teammate 1" through "Select Teammate 8", Shift-1 through Shift-8 by default). That makes it difficult to use /team_select in a league. You have to look at the Team window, and disregard the League window. Likely cause: the League window uses e->league for ordering (earliest league members first), while the Team window and /team_select use e->teamup for ordering (earliest team members first). The two data structures usually have different ordering after teammates move from team to team within the league. Possible fix in getTeamMemberIndex() in uiGroupWindow.c, or housekeeping functions that sort the league data.
  6. Yes and yes. AFAIK everything that boosts or deboosts knocks is coded to affect both knockback and knockup. levitate-sudden-acceleration.mp4
  7. Consume Psyche and Devour Psyche use Drain Psyche's combat logs for self and target
  8. On the receiving end. Blast Off: Redundant messages in the target's General Combat and Damage Received logs. Doesn't do damage, so just the General Combat log is fine. Uses Char's icon, causing a confusing debuff icon to appear for the target. Glittering Column: Typo in target's General Combat log, "distracts you with it's vibrant display" should be "distracts you with its vibrant display" Hypnotizing Lights (Narrow): Uses Cold Snap's icon, causing a confusing debuff icon to appear for the target. Brilliant Barrage: The location effect uses Twilight Grasp's icon, causing a confusing debuff icon to appear for the target. Catherine Wheel (pet powers): Uses Char's icon and assorted Energy Assault icons, causing confusing debuff icons to appear for the target.
  9. Note to testers: Hypnotizing Lights appears to be using ExecutePower, so test it in moving situations if you can - you're moving, your target is moving, both. ExecutePower is buggy and unreliable when things are moving. But it might be implemented differently in Hypnotizing Lights. I can't replicate the usual ExecutePower bugs with Hypnotizing Lights, so far.
  10. I'd like the ability to slot the Blast Off powers with knockback enhancements and knockback sets. I think there'd be interest in Explosive Strike and Force Feedback procs, and Sudden Acceleration's knockback reduction too.
  11. Combat log stuff Psychic Wall: This is Dark Embrace's message. Psychic Wall is smashing, lethal, and psionic. Psionic Shield: This is Murky Cloud's message. Psionic Shield is fire, cold, energy, negative energy, toxic, psionic, and endurance drain. Impenetrable Mind: Missing protection types? Could include fear, confuse, and knockback. Psychokinetic Barrier (fixed on some ATs but not all): This is Energize's message. Psychokinetic Barrier is absorption, max hp, regen, and resistance to end drain/regen debuff/recovery debuff/recharge debuff.
  12. Some typos Sparkling Chain: "Ranged (Targeted AoE)" should say chain instead of targeted Hypnotizing Lights: "If The Hit check" with "The" capitalized should say "If the Hit check" or "If the To Hit check" Brilliant Barrage: "bombared" should say "bombarded" "hit by shrill noisemaking rocket" should say "hit by a shrill noisemaking rocket" or "hit by shrill noisemaking rockets" Some combat log messages still say "Multipurpose Missiles". An incorrect "Smoke" message appears in the caster's combat log when summoning Glittering Column. Incorrect Cold Snap messages in the caster's combat log when casting Hypnotizing Lights. "Hypnotizing Lights (Narrow)" should say something more like "Hypnotizing Lights (Close)". The Catherine Wheel's "Twinkling_Blast" power should say "Twinkling Blast".
  13. Looks like some of the vfx for Dazzle, Explosive Bouquet, and Catherine Wheel (summon) are ignoring customization. Tested with dark/black/black.
  14. Devour Psyche: looks like a copy-paste-from-pbaoe-version error Parasitic Leech: hold my beer
  15. Checked through scrapper powerlistss. All cones over 10' (and one that's 10' exactly) were range enhanceable, as far as I saw. Devour Psyche is 40'. I'd guess copypaste error from Consume Psyche (pbaoe). Repulsing Torrent 40' Claws Shockwave 30' Throw Spines 30' Breath of Fire 15' Frost 10'
  16. Still working my way through the set... Psychic Wall and Psionic Shield (all ATs) are basic resist toggles, so should have 2 second base recharges. Devour Psyche (Scrapper/Sentinel/Stalker) is a ranged cone, so should accept range enhancements. Aura of Insanity (all ATs) does damage sometimes, so should accept ATO sets. Memento Mori (all ATs) doesn't do damage I don't think? So shouldn't accept damage enhancements or sets.
  17. Couple more typos. Impose Presence: "Impose Presence your presence" -> "Impose your presence" Aura of Insanity: "enhance it's magnitude" -> "enhance its magnitude"
  18. A few copy-paste bugs on Hide. Stalker secondary -> Psionic Armor -> Hide display_short_help says "+DEF(Melee, Ranged, AoE)". It should say defense to all. The long description should be the same as other Hide powers. It shouldn't accept end redux enhancements.
  19. I think Shockwave may be a special case where tankers don't get an increased target cap. 10 stays 10. No exponential damage decay, though.
  20. help I spent all week making costumes for a regen tanker and I can't even play him yet
  21. ✅The old typo with Stalker/Regeneration/Moment of Glory is fixed. Its display_short_help now correctly includes status resist. (Same as brute/scrapper/sentinel) ℹ️The old typo with Stalker/Regeneration/Hide is still there. Its display_short_help should be +DEF(All), same as all other Hides. Now might be a good time to fix it.
  22. This description better matches what I observed (at least with the 5-to-10 on Claws Eviscerate). That said, I don't really play tankers, but the tanker mains I play with both found the "OverCap" terminology confusing. Apparently, to tanker mains, "over cap" already means something specific. It means the situation where they've alerted more mobs than the hardcoded aggro cap (17? 18? I don't know, but tanker mains do). So my two tanker-main buddies both thought "OverCap" meant their attacks will do less damage to mobs they've alerted but aren't actually aggroed because they're over the aggro cap.
×
×
  • Create New...