Jump to content

Kai Moon

Members
  • Posts

    196
  • Joined

  • Last visited

Everything posted by Kai Moon

  1. 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.
  2. 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
  3. 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
  4. 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)
  5. 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.
  6. 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.
  7. Yep. To clarify, the tooltip says Call Enforcer allows Holds sets and Stuns sets, but it actually doesn't.
  8. Using Mission Transporter or Team Transporter on this mission door put me on the wrong side of the door, stuck inside the building geometry. Got a couple other players to join team and confirm the same happened to them (thanks Mapserv Mage and Diamond Cutter). Edit: Slight mischief/griefing potential if I TT people into the building, then drop team before they can click the door to escape, which I accidentally did. Zone: Nerva Archipelago Coordinates: [-55.5 50 5043.3]
  9. As a workaround, standing close to the destructible object sometimes triggers its active dialog and makes it a valid target. Might be inconsistent though.
  10. Adding a related second bug: Holographic Projector cancels itself if you use a stealth toggle. It's set as an exclusive stealth toggle - despite being purely cosmetic and story-related, and neither stealth, nor a toggle. This caused someone in help chat today to worry that the timed mission would fail because the holographic projector wasn't working. Mission not failing, and story assuming the holographic projector stays on, indicates that staying on is the intended behavior. https://cod.uberguy.net/html/power.html?power=temporary_powers.temporary_powers.holographic_projector Compare to the Arachnos Disguise from the Faultline arc, which stays on as expected, regardless of no temp power challenge, or if a stealth toggle is used. https://cod.uberguy.net/html/power.html?power=temporary_powers.silentpowers.arachnos_disguise
  11. I noticed I don't lose stealth standing next to green and blue crystals in Oranbega, even though they're enemies and affecting me with a pbaoe autohit power. https://cod.uberguy.net/html/power.html?power=circleofthorns.circle_blue_crystal.crystal_of_vitality&at=minion_pets https://cod.uberguy.net/html/power.html?power=circleofthorns.circle_green_crystal.crystal_of_health&at=minion_pets These have the "Notify Mobs: Never" property, which may prevent stealth dropping.
  12. This mirrors the health bar's color change, so was probably intended to be a similar feedback or warning. But it's subtle - literally 19 years before I noticed - so fails this purpose. If anything, by reducing the contrast, it does the opposite - it's harder to tell when your endurance is low.
  13. Certain enemies have an attack-from-distance behavior hack known as [Positioning]. The hack's only effect is to force the enemy to move away. It has no intended effect on players. https://cod.uberguy.net/html/power.html?power=cabal.cabal_maven_lt_movement.positioning Because the hack is coded as an autohit debuff, however, it counts as HitByFoe for suppressing/canceling player powers. This includes many stealth powers, and the stealth proc IOs. The hack also sets kEngaged, forcing quick versions of sniper attacks. Screenshot shows player is out of combat and not affected by any debuffs, but celerity stealth suppresses and quick sniper is forced.
  14. Sources disagree on PPM area factor formula. Old dev posts on Paragonwiki say one way, SCoRE source code and @Bopper's spreadsheets say another way, an i24 change according to Bopper. Same sources disagree whether the final chance is clamped to a minimum nonzero floor. So I ran two hour-long experiments with a level 50 ice/ice dominator on HC test server to confirm which sources are correct for HC. Experiment 1 - Unenhanced Frostbite with no recharge enhancements and a Trap of the Hunter proc. Observed: 240 procs in 1673 hits i23 Predicted: 5.5 area factor, 10.68% proc frequency i24 Predicted: 4.375 area factor, 13.43% proc frequency Binomial test on observed frequency gives z=4.81 compared to i23, z=1.06 compared to i24. 5.5 area factor is definitely wrong, 4.375 area factor could be right. Experimental 2 - Enhanced Frostbite with way too many recharge enhancements, a spiritual core paragon alpha, and a Trap of the Hunter proc. Observed: 305 procs in 3161 hits i23 No Clamp Predicted: 5.56% proc frequency i24 No Clamp Predicted: 6.99% proc frequency Clamp Predicted: 3.5 PPM, minimum 10.25% proc frequency Binomial test on observed frequency gives z=9,99 compared to i23 no clamp, z=5.83 compared to i24 no clamp, z=-1.09 compared to clamp. No clamp is definitely wrong, 10.25% clamp could be right. enhanced-log.txt.zip unenhanced-log.txt.zip
  15. If true, then the scrapper inherent description is wrong. One thing or the other is not working as intended, so I'll just let the bug report stand on its own.
  16. How do we know it's WAI? It was in unreleased at sundown.
  17. SCoRE moved the contact Vic Garland to -1123 160.5 4620 in Talos Island. Sidewalk level is y=160, so y=160.5 puts him slightly above.
  18. Some wacky weed on the Wheel of Destruction finale graveyard map. OUTDOOR_GRAVEYARD_01A.TXT grpa4406 Weed1 [1264.0 42.0 2331.5] This weed also exists at the same coordinates in Echo: Dark Astoria. That location is solid ground in Echo: DA, but midair on this mission map. Probably copy-paste error.
  19. Anyone know who can fix this, pronto? As I feared, Google's penalizing the site. I get zero homecoming.wiki links half the time I search a topic + "homecoming wiki".
  20. On Christine Lansdale's timed mission "Go to the office, prevent the fire from starting, and rescue the people that are being held by the Family" there are three bombs. Since Issue 25, the bombs don't have to be disarmed simultaneously. The objective text when one bomb is left says "Disam the bombs".
  21. In the Killing Game, the finale of Dr. Graves's second arc, after defeating Proton, Dr. Graves respawns. At that time, Dr. Graves says "I am saying that this script has occurred!" This doesn't make sense in context, and appears to be debug text.
  22. Not sure when this happened, but the Vector skin, which is mobile friendly by default, has been mobile unfriendly lately. On mobile, I'm seeing size distortions, such as tiny fonts and icons mixed with normal size fonts and icons, and forced desktop layouts, such as a column of site links taking up much of the left side of the screen. These problems are consistent with a missing meta viewport. I also don't see a meta viewport in the HTML head. See Manual:How to make a MediaWiki skin#Responsive skins / adding a meta viewport for a possible solution. First screenshot is wiki's current appearance on my phone. Second screenshot is hacked to have a meta viewport.
  23. One more bit of advice. Sleet is crucial, so you probably want a good macro or keybind for it. The macro I use is: /macro "I WIN" "powexeclocation self Sleet$$powexeclocation target Sleet" If you don't have a target, the second command is ignored. It'll center the Sleet on yourself. Nice if you're surrounded in melee for whatever reason. If you do have a target, either enemy or ally (e.g. your tank), the second command replaces the first. It'll center the Sleet on your target.
  24. Go for it. Sleet is such an obscene I WIN button, as long as you get its recharge fast enough, you can get away with anything else, as far as concept, build, and playstyle. Power choice advice: Sleet's long recharge kind of forces you to take the defense buffs for LotG. But at least the buffs are set-and-forget, since buffing's not your interest. I love Frostwork, but you can take it or leave it. Nobody will miss it. Try not to skip Benumb, though. It doesn't slow, but in a team or a raid, vs AVs and GMs, it will be missed. Consider Weave and another defense toggle. Defense is handy since you'll be tending toward an aggressive AoE playstyle likely to draw some aggro. Also gets you two more LotGs for the max of 5. Hasten because your world revolves around recharge. Leviathan Mastery is closest to ice theme, if you want to go that way, but is also decent synergy. School of Sharks + Sleet is almost cheating, Jaws is another hold. I'm not a fan of Power Build Up or Power Boost on cold, because the shields are flagged to ignore power boosts. Slotting advice: 1-slotting your shields is fine, if that's not your interest, and you can't spare the slots. When you're steamrolling, nobody cares if your defense buffs are "only" 18% + 6%. You don't necessarily have to nerf your damage output to go overkill on slows. 5x Ice Mistral's Torment (cheap) plus a slow IO gets you softcap damage, softcap slow, and a recharge bonus. Mix in some range on Frost Breath for good area coverage. Maybe damage+hold HOs (also cheap) on Freeze Rays. As mentioned above, try for 5xLotG, and also recharge and defense set bonuses, once you can afford them.
  25. Neat for melee ATs. But it'll make the toxic & psi holes on buff/debuff ATs seem all the more odd, perhaps unjustifiable. Buff/debuff powers match resist types to theme, same as armor sets. Colds resist cold, stormies resist energy, D3's resist negative. But a sonic themed tankfender will resist all damage types except a sonic themed damage type. That's weird. So no problems with this change per se, just remember that toxic/psi holes aren't only a melee AT issue.
×
×
  • Create New...