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Everything posted by Kai Moon
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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
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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
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Tested proc rates on Blind (TLDR: it's treated as single target)
Kai Moon replied to Kai Moon's topic in Controller
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 -
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.)
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Dragon Blue Ink Man defeats do not award Ink Man badge
Kai Moon replied to Kai Moon's topic in Bug Reports
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. -
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?)
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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.
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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
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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
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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)
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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.
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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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Yep. To clarify, the tooltip says Call Enforcer allows Holds sets and Stuns sets, but it actually doesn't.
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Architect Entertainment destructable objects are invalid targets
Kai Moon replied to TheZag's topic in Bug Reports
As a workaround, standing close to the destructible object sometimes triggers its active dialog and makes it a valid target. Might be inconsistent though. -
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
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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.
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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.
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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
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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.
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- scrappers
- radiation armor
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How do we know it's WAI? It was in unreleased at sundown.
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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.
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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.