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Purrfekshawn

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Everything posted by Purrfekshawn

  1. Doubling Endurance Cost won't force players switching off toggles, it will encourage most stalkers take Ageless Core Epiphany and maybe radial musculature to buff it. Most of stalkers take Ageless Core ayway and are bathed in the blue bar. When utilizing another strategy to force detoggle of Scrappers/Stalkers will require extra tags and thus a lot of work with side production of the bugs.
  2. Well, yellow selections in games usually mean that an entity will not attack you by default, however, if you attack that entity or it falls under your AoE, the entity will turn red (hostile to you) and will fight back. Thus if you see something has yellow selection around it and you don't want to fight it be careful with any of AoE attacks, may as well refrain from these entirely. Yeah, such as Glyphica said, it looks like technically it isn't implemented to differentiate a character from Praetorian Resistance to Praetorian Loyalist.
  3. Make an option to disable AE archvillains Headless Chickenning around!
  4. Using for Stone Armor Tanker that runs Granite Armor & Rooted together, it also buffs +ToHit for following Fold Space. Works great.
  5. Cuisine Affinity is a Support Powerset. It's available as Primary for Defenders, or as Secondary for Controllers, Corruptors and Masterminds. This powerset theme is to use various sort of food to Heal and Strengthen friends, as well as Weaken enemies. This powerset's capability to animate allies is unmatched. The powers also often have unique unusual effects (like +Regen to enemies, or Server Power Tray like some travel powers, not only for self but teammates too). Throw Pie (single foe -Perception -ToHit -Damage -Special Mag 3 Hold, +Regen resistible) Pizza Delivery (PBAoE teammate up to 8 players +Heal +Regen, (5%, 10% with Family defeat achievement chance for +Damage pepperoni, 0.01% chance for -MaxHP 99% pineapple) Hamburger (single ally +Res +Regen +Absorb +Fatness -Defense) Energy Drink (self +Rec +Rech +Special, conditional self defeat) Ice Cream Avalanche (location AoE, ally +End over time, +Rec, END/REC debuff resistance, foe Cold Damage -Speed -Rech -Fly) Rotten Fish (targeted AoE foe, -Def -Res -Perception, DoT Lethal, Mag 1 Confuse, chance for huge DoT Toxic and Mag 4 Stun; cats are untargetable and tough - +Res for all, immune to Cold) Chili Sauce (PBAoE ally +Damage +ToHit, server power bar with Fire Breath) Roasted Chick (summons pet, it uses powers - fly, fried chicken legs PBAoE ally +Res +Regen +Heal +RunSpeed, fried chicken wings PBAoE ally +Res +Regen +Heal +FlySpeed, hot oil spit - target Fire Damage & location puddle, puddle is flammable like Oil Slick; Res to all but Fire, Cold, Toxic, immune to PSI) Tea Break (wide PBAoE everything, foe 99999 Mag Hold +Regen resistible, ally 99999 Mag Hold +Regen unresistible; coffee to defeated teammates) 1. Throw Pie (single foe -Perception -ToHit -Damage -Special Mag 3 Hold, +Regen resistible) Throws a pie right at face of single foe. This power may miss its target. Target gets -Perception, -ToHit, -Damage and enemy's special effects like heals, debuffs, mezzes are weakened and gets Held with magnitude of 3. But also adds some +Regeneration to that enemy because the pie is tasty, which is, however, resistible (like Banished Pantheon empowered burst buff, so Archvillains usuall get very few +REGEN). Recharge: Fast. 2. Pizza Delivery (PBAoE teammate up to 8 players +Heal +Regen, (5%, 10% with Family defeat achievement chance for +Damage pepperoni, 0.01% chance for -MaxHP 99% pineapple) Open a pizza box and throw off slices of that pizza. The power affects only teammates, not all allies or leaguemates, works on pets though (like Farsight, World of Pain etc). Thus only 8 players max, but target cap is 255 for affecting pets. This causes them to be Healed and Regeneration improved. Has 5% chance to cause about ~60 sec Damage buff from Pepperoni pizza. This chance is increased to 10% if the player has an achievement from defeating Family adds. Has very small (0.01%) chance to throw off a slice of pINEAPPLE pizza that will reduce MaxHP of the ally by 99%. Recharge: Fast. 3. Hamburger (single ally +Res +Regen +Absorb +Fatness -Defense) Feeds a single ally with a nourishing burger, by what that ally's Resistance to all damage is increased, and Regeneration is increased, and +ABSORB points are received. However it causes the target to grow fat, increasing hitbox horizontal bounds and model scales X and Z (not the Y-scale). Also Defense is a bit lowered (about -2% to all Defense) because bigger targets are easier to hit. Recharge: Moderate. 4. Energy Drink (self +Rec +Rech +Special, conditional self defeat) You drink a can that increases Endurance Recovery and Recharge speed, as well as +Special like Heals, Buffs, Controls and more. However it has long-lasting stacked conditional effect, that when 10 of stacks of that obtained will cause you to be defeated instantly due to heart attack! Recharge: Moderate. 5. Ice Cream Avalanche (location AoE, ally +End over time, +Rec, END/REC debuff resistance, foe Cold Damage -Speed -Rech -Fly) Establishes a location that lasts for a while. Allies on that location receive endurance points each tick, as well as have their Recovery improved, and they get END/REC debuff resistance. Enemies take Cold Damage each tick of this area. Their movement are slowed, as well as Recharge and they cannot fly. Recharge: Moderate. 6. Rotten Fish (targeted AoE foe, -Def -Res -Perception, DoT Lethal, Mag 1 Confuse, chance for huge DoT Toxic and Mag 4 Stun; cats are untargetable and tough - +Res for all, immune to Cold) Throws a stinky fish in direction of your enemies. The awful smell causes stray cats to be attracted to the enemies. The cats deal Lethal Damage with their claws, debuffing Defense, Resistance and Perception of enemies. And cause brief confusion meazure, that coupled by some other confusion may have respective effect. The scratched enemy has a pretty low chance to start receiving HUGE Toxic Damage because of cat scratch disease, which also Stuns its target with MAG 4 DISORIENT. The cats are tough, and cannot be targeted by direct attacks, they resist all damage and immune to Cold damage, but are not completely immortal. Recharge: Long. 7. Chili Sauce (PBAoE ally +Damage +ToHit, server power bar with Fire Breath) Feed everyone around with an extremely spicy chili sauce, by what the Damage and ToHit is significantly increased. Players that are affected by this power also get a Server Power Tray with Fire Breath in it to use it for duration of the Chili Sauce buff (it costs 0 endurance to use, but has certain cooldown), due to what they get extra midrange Cone AoE attack. Recharge: Long. 8. Roasted Chick (summons pet, it uses powers - fly, fried chicken legs PBAoE ally +Res +Regen +Heal +RunSpeed, fried chicken wings PBAoE ally +Res +Regen +Heal +FlySpeed, hot oil spit - target Fire Damage & location puddle, puddle is flammable like Oil Slick; Res to all but Fire, Cold, Toxic, immune to PSI) Summons a flying pet - a roasted chicken that flaps its crispy wings and has no head, due to what has 100% IMMUNITY to Psionic Damage and Sleep/Stun effects (199999 Sleep/Stun/Confuse/Terrorize/Taunt/Placate MAG protection). The chick also resists Smashing, Lethal, Energy and Negative damage, but not Fire, Cold or Toxic, also is hardly mezzable (has some Protection to Knock, Immobilize, Hold). The chick uses following powers - Fried Chicken Legs - PBAoE ally Heal, boosts Resistance to all, Regeneration, as well as +RunSpeed, latter has no effect if Null the Gull immunity is on. Fried Chicken Wings - PBAoE ally Heal, boosts Resistance to all, Regeneration, as well as +FlySpeed, latter has no effect if Null the Gull immunity is on. Pours hot oil onto the enemy from its decapitated neck, causes fire damage and creating location puddles that can be set ablaze with Fire/Energy damage, like Oil Slick Arrow (specifically using Chili Sauce granted Fire Breath). Recharge: Long. 9. Tea Break (wide PBAoE everything, foe 99999 Mag Hold +Regen resistible, ally 99999 Mag Hold +Regen unresistible; coffee to defeated teammates) You look at your watch and announce a tea break, distributing tea cups to all allies and enemies around. Everyone begins drinking tea, having forgotten about everything else, which's ultimate Hold (Magnitude 99999). Enemies do regenerate, but that regeneration is resistible, so weakest on Archvillains and enemies with level shift. Allies do regenerate, and that +Regen is not resistible (normal). Defeated allies are distributed coffee mugs instead, that makes them awaken. Recharge: Very Long.
  6. l think nothing bad happens if they let e.g. Fortitude when cast on someone else affect the caster with about ~=5% Def to all, also comparable ToHit and Damage, and it's not stacked. It must be doable very easy, as there's enemy-affecting powers (like Tanker's or Brute's Storm Kick) that have self-buff component as well.
  7. Same with energy aura Entropy Shield on Sentinal btw, so it's in general numerous of things scattered around different powersets are tagged improperly. https://cod.uberguy.net/html/power.html?power=sentinel_defense.energy_aura.entropy_shield
  8. In praetoria plebs aint allowed of carrying thinx. And their devices all controlled remotely, if u do something oppositional to government, they switch it off, leaving you vulnerable to IDF attacks. And for the most point - how can u protest with the Phasic Device switched on, it it won't let u throw even a tomato @ the window (because it's phasic)?
  9. Because citizens carry the better thing with them - Phasic Self-Preservation Device. This device works both ways, making citizens undamageable and unable to damage anyone other alike. Don't believe? Try to splash an enemy next to them or force the emeny use its AoE - the citizen will just ignore the explosion without getting even a scratch.
  10. Oh no plz, Nature is OP already with +82.5% damage buff from Overgrowth, which also nullifies team endurance issues. And it has solid +RESISTANCE from Wind Growth. Radiation Emission powerset seems to be outdated itself pretty much (although not as much as Empathy), and if compare it with some "newer" or "newly updated" sets it may start looking weakish that's what l believe could be done: Radiation Infection - may get some portion of its -DEF and -TOHIT as Unresistible debuffs, similar to that of Trick Arrow powerset, as currently almost no point of using Radiation Infection on bosses. Electromagnetic Pulse - may have portions of buffs given to EMP arrow, not sure about Antimez bubble, but prolonged -REC, -REGEN, as well as -SPECIAL plus maybe -DAMAGE definitely worth to be added to EMP. And in case it gets Antimez component of some sort it may be enabled to be launchable while mezzed.
  11. l think Author meant Barrier Break (T5) giving mez protection. And yah in general this new Resistance-Based Tank powerset seems like something l would like to try. l also would've added RES and END resist to Unbroken Mind (T2), and wanna question Cold Damage resistance? Was it just forgotten to get added or it's intentional hole (like Toxic damage for Electric Armor powerset, PSI damage to most of armors & Cold Damage for Radiation Armor)?
  12. There's also Pain Domination - it has -DEF/-RES (Anguishing Cry) that can be slotted with Achilles, also World of Pain for +DAMAGE to teammates, and Single Target +DAMAGE. It works better for Corruptors lMO, as it seems to be extremely lazy (not active), in all cases except for (AoE) heals.
  13. Intangibility IO Enhancements Now are available to enhance intangibility-related powers, like Phase Shift in Concealement Pool. Prolong the duration if Intangibility effect by 1:30 min each. Hellions Buffs Now get a power "Hellfire Explosive Blast" that deals 1.000.000 Millions damage from lvl 1 hellion to 54+3 incarnate. Costume Palette Expansion Costume piece colors and skin colors palettes are merged and available to both skin and clothing parts. Run and Jump changes To add more realism to the game character run speed and jump height have been severely reduced, and running/jumping adds stacking increase of characters' end drain. You will have to catch cars/taxis to move faster and solve the issues. All form of flights (including jetpacks and rocket boards) have been removed. Food Meter Characters now have food meter, which they must replenish by consuming various food items. Permadeath If the character is not resusciated instantly nor hosped and caught enemy's AoE it may kill the character entirely, leading to its deletion!
  14. Superman? Super strength not tied to rage.
  15. Banished Pantheon: Support: Very Important Bug fix: Untouchable version casts Enervating Storm that deals damage, which makes them perfect tanks, so BP untouchable radial can tank Lord Recluse in MLTF, while rest of the team clears pillars). Enervating Storm is tagged as Lethal damage (although it's cold/negative). Important Bug fix: Empowering Burst +REGEN,+END,+RECOVERY effects ARE resisted by players' Regen, End and Rec resistance powers (like gamma boost, static shield, faraday cage etc). Clockwork: Boss: Important Bug fix: Anti-Matter Ray - IMO shound either is Autohit itself or its patch is Autohit because as it's now it causes double check hit rolls (thus if it has e.g. 50% tohit chance, it leads to 25% hit chance on practice, because if its cast misses the puddle doesn't appear, then the puddle will miss 50% of times). Nemesis: LT: Important Bug fix: Lance Rifle - its Range is 200 (!!!!!) ft, which is not nearly normal number. Polar Lights: Boss and LT: Important Bug fix: Northern Light Bolt is Autohit (this really doesn't make sense). Talons of Vengeance: Boss: Important Bug fix: Seasonal Shift - its target cap is 255 instead of max 16 like in all other AoE attacks. Storm Elementals and Tsoo: Support: Important Bug fix: -ToHit varies on both versions of Hurricane .................................................. More can be found here: https://forums.homecomingservers.com/topic/50351-incarnate-lore-pets-look-through-fix-and-improve/
  16. Might as well add something to bug fixes thread.
  17. Try to create AE mission (not necessarily to publish), set min enemy level 54, max enemy level 54. This way all entities inside will be lvl 50, even MM pets those are supposed to be 48 or 49. And then look if the enhancement will work there. If they work unlike in all other are - the reason is described truly.
  18. Maybe because it spawns Protector Bots of lvl 49, thus they can't benefit of lvl 53 enhancements? But anyway, who even uses SO's when IO's are all way better?
  19. Incarnate Lore Pets are far from well balanced. Some of them are overperforming (Banished Pantheon, Talons of Vengeance), and some others are severely underpar (Seers, Demons, Robotic Drones). Additionally certain of these use something wrong to calculate power magnitudes or resistances, doing strong AoE Knockbacks, damage while intangible and have other unintended effect. This is my list of what IMO could be done with these or those Incarnate Lore pet list to bring them more in par with echother. First would be pretty cool to measure DPS of all the Lore Pets, their average Single Target DPS and AoE DPS. Then average damage by formula sqrt(ST*ST+AoE+AoE) for each Incarnate Core. Then calculate average between all of this. And if certain one is lower than average by -5% or higher than by +5% the Lore Pet must be buffed or nerfed respectively. There are already threads with similar measurements: Spreadsheet: https://docs.google.com/spreadsheets/d/1tmuk9Jf-NxhSE2P1RB6wRtn-qUDvwqpV_10B9QAAinE/edit#gid=652000662 Arachnos: Haven't played yet so can't say aything definite. Someone who runs with them may leave a comment, and then maybe l'll edit post and insert here something. Banished Pantheon: Boss: Frigid beam -RES is lowered to be on-par (about -10% instead of -20%) with other similar effects OR it does -RES only to energy. Cone radius is unchanged due to its -RES effect. LT: Targeted AoE attack radius is a bit lowered to be on par with other similar effects. Support: Very Important Bug fix: Untouchable version cannot cast Enervating Storm OR Untouchable's version of Enervating Storm deals NO DAMAGE (as it's meant to do, because now BP untouchable radial can tank Lord Recluse in MLTF, while rest of the team clears pillars). Enervating Storm is no longer tagged as Lethal damage (because it's cold/negative). Important Bug fix: Empowering Burst +REGEN,+END,+RECOVERY effects are now NOT resisted by players' Regen, End and Rec resistance powers (like gamma boost, static shield, faraday cage etc). Carnival: It's balanced pretty well, also PSI damage so may remain unchanged. Cimerorans: Boss: Its cone AoE attacks (it has 2 of these) may get a bit widened Range & Radius. Clockwork: Boss: Important Bug fix: Anti-Matter Ray - now either is Autohit itself or its patch is Autohit because as it's now it causes double check hit rolls (thus if it has e.g. 50% tohit chance, it leads to 25% hit chance on practice, because if its cast misses the puddle doesn't appear, then the puddle will miss 50% of times). Anti-Matter Ray - the puddle's AoE radius may get expanded somewhat. Anti-Matter Beam - may be a bit widened its AoE cone and target cap (something around 30 degrees, 6 targets). Support: (maybe) its +defense turned into AoE cast. Demons: Boss: Increased overall damage, as it's underperforming. Hellish bolts Cone Radius is expanded. IDF: Boss: Plasma Vortex - SIGNIFICANTLY widened PBAoE Radius of this ability. Boss and LT: Blue-colored attacks (1x on Boss and 2x on LT) now debuff enemy's REGEN by -150%. Support: Shield Generator - target cap increased from 16 to 255 to be inline with similar buff/heal powers (also keep in mind it's toggle so may not WAI). May also grant +1 MAG to Hold Protection. Knives of Vengeance: LT: Shockwave Slice - cone Radius and Range are expanded because the boss has only Single Target attacks. Longbow: Boss: Plasma Blast -REGEN now brought down to -150% to be inline with other Lore Pet -REGEN powers, and also same treatment as Assault Bot (Robotics Mastermind) -REGEN ability. Grenade - now doesn't cause AoE Knockback, but Knockdown instead (or Knockback but around 10%'ish chance). Energy Barrage - number of targets and Cone Area are normalized (8 # of targets is not nearly normal number). Nemesis: Boss: Normalized various Knockback things. LT: Important Bug fix: Lance Rifle - its Range now brought down to 80 ft from 200 (!!!!!) ft, which is not nearly normal number. Phantom: Boss: Fire Sword Circle - a bit widened PBAoE Radius of this ability. Polar Lights: Boss and LT: Important Bug fix: Northern Light Bolt is no longer Autohit (this really doesn't make sense). Northern Light Scatter - expanded a bit its Cone Area. Boss: Northern Light Detonation - reduced Knockback chance or replaced Knockback to Knockdown. Rikti: Boss: Total Domination now deals some Psionic Damage and its AoE Radius is widened. Robotic Drones: Boss and LT: Single target attacks (2x on Boss and 1x on LT) now debuff enemy's REGEN by -150%. Plasma Cannon Spray - its Cone Radius is significantly widened, so it can hit extra targets more easily. Support: Shield Generator - target cap increased from 16 to 255 to be inline with similar buff/heal powers (also keep in mind it's toggle so may not WAI). May also grant +1 MAG to Hold Protection. Rularuu: Boss: Quill Blast - Knock Back normalized, besides that they seem to be OK (if let aside boss' hitbox size). Optic Blast - range is 120', may be looked at. Seers: Requires complete rework, as it's severely underperforming now, the boss may even get Psychic Scream or Psionic Tornado or both or some sort of AoE mez, at it has absolutely no AoE powers. Storm Elementals: Support: Hurricane - its -TOHIT is normalized (around -30%) with Tsoo Incarnate Lore pet -ToHit, also Knockback changed to Knockdown. Talons of Vengeance: Boss: Important Bug fix: Seasonal Shift - now has its target cap of 16 instead of 255, to be inline with any other AoE attack, also its PBAoE radius is normalized (brought down). LT: Screech - its -RES now brought down to be on par with another -RES powers of Lore pets (about -10%). Tsoo: Boss: IMO no need to be changed neither PBAoE radius nor -RES value for its spinning attack, it's pretty balanced Support: Hurricane - its -TOHIT is normalized (around -30%) with Storm Elemental Incarnate Lore pet -ToHit, also Knockback changed to Knockdown. Vanguard: LT: Willie Pete Round - this ability may be looked at because this ability has a fair chance of not working as intended; it creates 2 pets at once (and may miss, but this is likely working as intended). 31.1417 points of Fire damage (all affected targets) every 10s for 10s (100% chance) Shouldn't it be every 10s for 10.1s or something like this by basic game design. Warworks: Boss: Victoria now can Placate her targets, as she has Critical built in her attacks, yet she can't use that critical, because these work only on Placated targets, and Victoria has no Placate powers. LT: BCU Plasma Full Auto has Cone Area of effect degrees SIGNIFICANTLY expanded to make up the lack of AoE attacks on Victoria. .................................................. This list may extend and be edited as l find another bugs and inconsistences within Incarnate Lore Pets.
  20. Most buffs return the character to previous pose, but certain powers do not. [Chrono Shift] is known for doing that. Hilariously, there are powers those are added already @ Homecoming, an example is [Empowering Circuit], which does the same as [Chrono Shift]. If you ask me in generally, while animation other characters (shock with [Energizing Circuit]) would make sense, but generally l wouldn't have made ANY buff or heal power Animate another character in the first place.
  21. Do you have 25 toons with ALL the badges? Even including this one: https://cityofheroes.fandom.com/wiki/Bug_Hunter_Badge
  22. Yeah this is it! So conclusion is devs ought to be look @ this and decide if the correct behavior is TO scale off entity's rank (like Robots currently do) or NOT TO scale off entity's rank (like Mercenaries currently do). And yah for Me it looks like Mercenaries seem generally smoother (u wanna more RES for henchmen, so u resummon them less often). P.S.: generally l think for Robotics it would make more sense if they were resisting not Lethal/Cold/Psi, but Lethal/Toxic/Psi, but that's my opinion. Maybe even Fire/Cold/Toxic but lesser degree than Lethal/Psi.
  23. Maybe it has something to do with this: https://cod.uberguy.net/html/power.html?power=mastermind_pets.soldier_2.equip Look at modifier and it's written there: Melee_SpeedJumping While on other Mastermind powers, like https://cod.uberguy.net/html/power.html?power=mastermind_pets.droid_2.resistance it's written: Melee_Res_Dmg Thus maybe the power tries to enhance its stength using Jumping Speed Modifier instead of Damage Resistance modifier, which is why either Robotics or Mercenary Version of +Resistance end ups using wrong modifier (multiplier).
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