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Kai Moon

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Everything posted by Kai Moon

  1. Looks like some of the vfx for Dazzle, Explosive Bouquet, and Catherine Wheel (summon) are ignoring customization. Tested with dark/black/black.
  2. Devour Psyche: looks like a copy-paste-from-pbaoe-version error Parasitic Leech: hold my beer
  3. 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'
  4. 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.
  5. Couple more typos. Impose Presence: "Impose Presence your presence" -> "Impose your presence" Aura of Insanity: "enhance it's magnitude" -> "enhance its magnitude"
  6. 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.
  7. 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.
  8. help I spent all week making costumes for a regen tanker and I can't even play him yet
  9. ✅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.
  10. 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.
  11. To illustrate this, I used Claws Eviscerate on a tanker. The standard target cap is 5, the tanker target cap is 10. Tanker now deals: 100% (normal) damage to 5 targets 56% damage to a 6th target (56%)² ≈ 31% damage to a 7th target (56%)³ ≈ 18% damage to an 8th target Presumably continue exponential decay for each additional "over cap" target.
  12. OK, so the blaster/corruptor/defender/sentinel versions of these powers now use the same stacking rules as the dominator versions did, and scale -1.5 across the board. First - the dominator versions still do scale -1. It already #feelsbadman when I play my /sonic dom, and this might make it feel worse. Maybe now's a good time to align the dominator versions with the new -1.5 scales and durations. At -1.5, they'd apply the same debuff as corrs, but only single target, and fewer potential stacks. Second - was SCoRE's weirdly low resist debuff modifier for sentinels ever explained? I can't know what SCoRE were thinking, but it looks like maybe they messed with the debuff modifier while balancing sentinel's old built-in debuff procs. Homecoming doesn't have those procs anymore. Sentinel's other debuff modifiers match blaster's, so bumping this modifier to match blaster (resulting in -9.75% sonic debuffs) would make sense. Sonic debuffs on test right now Shriek Scream Shout Blaster -1.5 (-9.75%) for 8s -1.5 (-9.75%) for 8s -1.5 (-9.75%) for 10s Corruptor -1.5 (-11.25%) for 8s -1.5 (-11.25%) for 8s -1.5 (-11.25%) for 10s Defender -1.5 (-15%) for 8s -1.5 (-15%) for 8s -1.5 (-15%) for 10s Dominator -1 (-7.5%) for 8s -1 (-7.5%) for 10s -1 (-7.5%) for 12s Sentinel -1.5 (-7.2%) for 8s -1.5 (-7.2%) for 8s -1.5 (-7.2%) for 10s
  13. Trying ChatGPT + DALL-E 3. Not great at perfectly recreating inputs, but good at segmenting an image. Handy for stitching together different things happening at once. I was inspired by the recent launch of "Doom: The Dark Ages" to do a character in the style of late 90s first-person shooters. "Enforcer 97".
  14. Stalker secondary -> Energy Aura -> Hide display_short_help says "+DEF(All but Psionics)". It should say defense to all, psi included.
  15. Last year's thread on low level players vs time capsule enemies difficulty: https://forums.homecomingservers.com/topic/51358-youre-not-crazy-the-anniversary-ambushes-are-hard-for-your-low-level-alt-to-kill As far as I can tell, the combat mechanics are unchanged this year on test server. Level 50 player versus low level time capsule enemy, the damage scales down, and it's fine, same as last year. Level 1 player versus high level time capsule enemy, takes forever, sometimes impossible, same as last year. Only the spawning mechanics seem to have changed. Time capsule enemies sometimes spawn at lower levels than they did last year. Possibly random, not zone dependent. My level 1 character got level 27 Nemesis in Atlas Park in this screenshot, very time consuming. Later, he got level 43 Nemesis medics, also in Atlas Park, completely impossible.
  16. Corrosive Vial, from Experimentation pool, isn't fully autohit. Its damage requires a to-hit check. In this video, you can see several damage ticks quietly miss an immobile target. So, Corrosive Vial should accept accuracy enhancements and accurate defense debuff sets. And the pseudopet's power should also allow accuracy enhancement. https://cod.uberguy.net/html/power.html?power=pool.experimentation.corrosive_vial https://cod.uberguy.net/html/power.html?power=redirects.pool_experimentation.corrosive_vial_splat corrosive-vial-not-autohit.mp4
  17. Battle Axe - Chop Chop is faster than Gash, both animation and recharge. This is probably meant to say "slower than Beheader". Beheader's the only faster animating attack in the set. It's also the only faster recharge attack in the set.
  18. All versions of Dark Regeneration do damage, so should accept ATOs. (Sentinels don't get Dark Regeneration so are fine.)
  19. Second mission of "The Hit List", The Radio's story arc. The version of Wolf Spider Huntsman you're required to defeat is 11+, which is potentially out of range for this arc. In this screenshot, the critter is 2 levels higher than the mission level (9), and the rest of the same spawn (also 9). (It's LT because solo bosses were off.)
  20. Marine Affinity - Brine: it's should be its
  21. While I'm on the subject, controller ATOs should also be allowed, since Howling Twilight's a stun. Secondary mez powers like Thunder Clap - also a mag 2 stun - usually allow controller ATOs.
  22. It deals damage, so should accept corruptor and defender ATOs.
  23. D'oh, just happened to me. I logged out in the vault. When I logged back in, the mapserver decided I was close to the Door_Left_Whare_01 at coordinates [-186.71875 0 -736], and spawned me coming out of that door instead. That's outside the vault day job spot, so no day job credit. Possible fixes: * Move the door away from any day volumes. Also be careful of the Pain Specialist day job volume at [-116 32 -755]. * Or, setting that door !DOORTYPE_MISSIONLOCATION & !DOORTYPE_SPAWNLOCATION.
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