Jump to content

Kai Moon

Members
  • Posts

    292
  • Joined

  • Last visited

Posts posted by Kai Moon

  1. 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.

    drowning-in-blood-redside-reward-merits.jpeg

  2. 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

  3. 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.

  4. 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.
     

    positioning.jpeg

  5. 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-setup.jpeg

    unenhanced-setup.jpeg

    enhanced-log.txt.zip unenhanced-log.txt.zip

  6. 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.

    floating-weed-graveyard-map.jpeg.d51be661b426e0849b0d9bef0bb0ddd2.jpeg

  7. 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.

    no-meta-viewport.jpeg

    with-meta-viewport.jpeg

  8. 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.

    • Thanks 1
    • Thumbs Up 2
  9. 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.

    • Like 1
  10. 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.

    • Like 1
  11. From a documentation point of view, I'm imagining a wiki table to lay out this cross-stacking split debuff scheme. I could cut out the archetype differences, but this much complexity would still need at least 3 to 5 columns. Might need its own separate sub-article to fit on mobile. Maybe a flowchart.

     

    Am I passive-aggressively pushing for plain debuff stacking or non-stacking? Yes. I'm a jerk before coffee.

     

    But I'm also serious, that table's gonna be big, and almost nobody's gonna understand it.

    • Haha 1
  12. Rune Burst is the power used by the fire traps in the Hellions part of Death From Below (DFB). It incorrectly deals energy, not fire damage. Apparently a copy paste error from Electric Bomb Blast, the power used by the electric bombs in the Lost part of DFB, which correctly deal energy damage.

     

    Tested on level 1 tankers.

     

    Steps to reproduce:

    1. Create a level 1 elec armor/* tanker with Charged Armor.

    2. Queue locked solo for DFB.

    3. Untoggle Charged Armor.

    4. Get hit by a fire trap, and record damage.

    5. Toggle Charged Armor.

    6. Get hit by a fire trap, and record damage.

    7. Create a level 1 fiery aura/* tanker with Fire Shield.

    8. Repeat steps 2-6 with Fire Shield instead of Charged Armor

     

    Expected results:

    Fire Shield reduces Rune Burst damage from 2.02 to 1.41 (30% reduction). Charged Armor has no effect.

     

    Actual results:

    Charged Armor reduces Rune Burst damage from 2.02 to 1.31 (35% reduction). Fire Shield has no effect.

    dfb-fire-trap-energy-damage.jpeg

    • Thumbs Up 1
  13. Having a pre-filled account name display as asterisks would be awesome, but getting off-topic.

     

    "Make the setting work right" isn't the way I'd put it. "Right or wrong" leaves space for personal opinions, judgement calls whether design is good or bad, clashing expectations based on being used to this old game's quirks vs expectations based on current design practices.

     

    Instead, what I want is "Make the setting do what it plainly says it does".

     

    The setting is "Remember Account Name". When unchecked, the game will sometimes Remember Account Name anyway. The cause, as seen in the source code, is because uiLogin.c never checks the setting (except to put a checkmark in the box or not). That omission makes the plain text of the setting not match the function of the setting. Fortunately, it's probably a one-line fix.

  14. These appear to be the relevant lines from uiLogin.c :

    smf_SetRawText(s_editAccount, g_achAccountName, false);
    smf_CreateAndParse(g_achAccountName, s_editAccount); // Required so smf_SelectAllText works.
    smf_SelectAllText(s_editAccount);

    This enters the account name into the text field, but doesn't look at g_iDontSaveName, so always executes.

     

    My understanding is that, for housekeeping reasons, g_achAccountName can't be wiped. But enclosing these lines in an if block should stop it from being displayed, which would be good enough.

    if( !g_iDontSaveName )
    {
    	smf_SetRawText(s_editAccount, g_achAccountName, false);
    	smf_CreateAndParse(g_achAccountName, s_editAccount); // Required so smf_SelectAllText works.
    	smf_SelectAllText(s_editAccount);
    }

     

  15. On 4/25/2022 at 6:28 AM, SeraphimKensai said:

    Perhaps don't start the stream until your ready to safely start streaming.

    I think you're misunderstanding. When I start the game from desktop, the account name is properly blanked out. That part's working fine.

     

    The issue is that a LCTMS dumps me back to the login screen, and exposes my account name, whether or not Remember Account Name is unchecked. I can't expect or control that. And it's working contrary to what it says it does, which is a bug in my business.

×
×
  • Create New...