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Purrfekshawn

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Everything posted by Purrfekshawn

  1. But you can change yer gender at Body Sculptor vendors. For one of your costumes. And then simply transform from ferryman to ferrywoman (and back again) at 0.1 seconds typing /cc X. How will it be handled then? Will it change title? Or you'll have to zone/retitle... Otoh this feature seems pretty kewl, since your theme may suggest that you use "holographic projection" or something to disguise yerself, and voice modifier, and all that... Or you're just metamorpho (here spines come)... Or is it...
  2. /optionset buffsettings 1183760 (0x121010 on hex) Enabled Us to show autopowers only on bots, but it also shows some castable powers on them. Edit: ah it hid toggles only, so We'll stick on Our show-autopowers-only mod n.n.
  3. It seems in code of executable file there's something called "petcom_pow", that could have been used to launch certain attack from certain pet, but l don't know if it works currently. There might be made something like "blacklist" of powers like robots' "Smash" disabling those could make them skip, but it may require hellish amount of work to do. And it's only half of the problem - another half is a number of bugs it might lead to. Try to buff pets' defenses with all 6 types of Enhancements auras (Call to Arms, Expedient Reinforcement, Sovereign Right, Edict of the Master, Superior Mark of Supremacy, Superior Command of the Mastermind, all of them 6-th type of enhancement), or at least certain of them. Mah bots are in their normal modes have all defense capped (>=45%, >=50% for Battle Drones) to all but PSI (which they resist), 35% resistance to all except Lethal/Cold/Psionic, 60% to Lethal/Cold/Psionic. They rarely fall and if they do so - We resummon them, and when their numbers refilled, resummon Force Field Generator, that We affected previously with Equip Robot & Upgrade Robot. This makes ER & UR apply instantly to bots. Pretty nice synergy between Robotics & Traps, We hope it's not an exploit and won't be removed. Also We have a hack, that makes AUTOPOWERS of PETS show, while non-AUTOPOWERS of PETS hidden, in order to not pollute screen with pet power icons, We hope this will be made a feature once. Along with HIDE AUTOPOWERS make option SHOW AUTOPOWERS ONLY. This allows Us to instantly see if some of Our bots is equipped/upgraded or is not.
  4. And mah HyperKreator is a remedy, but right now We're too busy to make it working without ReadWrite game Process Memory.
  5. But there's another inconsistence - look at Support Total Core Graft Hybrid and Support Partial Radial Graft Hybrid. First one gives +4% bonus for players, +8% bonus for pets, defense for all but PSI/Ranged, accuracy and damage. Its radius is 50 ft. Second one gives +8% bonus for players, +8% bonus for pets, defense for all but PSI/Ranged, accuracy and damage. Its radius is 80 ft (although tooltip advertises 50 ft radius). Only l think it's somehow... not right?
  6. Secondary::Sonic Resonance::Disruption Field - this powers affects self, but targets an ally. It does nothing with the targeted ally. l think it may mess with a positioning somehow. Secondary::Sonic Resonance::Liquefy - this power has no range, thus AE enemies might have access to it only if they're in immediate proximity. Secondary::Pain Domination::Soothing Aura - this power is a toggle, and AI uses toggles very poorly. l think it should be made either AutoPower or click-power (like Radiation Emission debuffs). Making it AutoPower could make Kassandra even more challenging, which could be exciting. Secondary::Force Fields::Personal Force Field - this power lasts 0.75 seconds then goes onto CD. That's what happens if just copypaste a toggle & make it a click. Attack::Assault Rifle::Ignite - deals no damage. Secondary::Assault Rifle::Ignite - deals no damage. l think reason of this is the Flames pet an Ignite power creates. That pet has a table in it - if(caster.class==blaster)dealDamage(bigFlameThrower); if(caster.class==defender)dealDamage(littleFlameThrower); Or something like that. Made to differ Blaster's damage from Defender's damage. Corruptor AR makes another flame entity (with Crit chance). But if class is neither blaster or defender (i.e. enemy or my Tanker on Private Server) - the lgnite power begins dealing no damage. l think if someone replaces conditions to: if(caster.class!=defender)dealDamage(bigFlameThrower); if(caster.class==defender)dealDamage(littleFlameThrower); It will fix lgnite for AE enemies.
  7. Well, these Taunt improvements looks nice, AoE improvements are amazing, but please, leave Bruise as it is. -20% resistance may be something shared between Sentinels & Tankers to represent that they help team doing DPS, along with dealing some DPS themselves n.n. Unlike Brutes, which are all about self-DPS. And also - please copypaste Energy Aura & perhaps some sort of Regeneration set (with improved resistance) for Tankers. Brute's Energy Aura lMO may just be copypasted to tankers (with +30% standard buff or so). It's now durable enough for Tanking (mah Elec sentinel approves).
  8. Reactive deals slightly bigger raw damage (about 32 pts instead of 28 from Degenerative), but Degenerative is toxic-typed, and less likely to be resisted, and also Degenerative has ALOT better extra effect (-1000 max HP for Archvillains, stack 30 of them and AV will vanish). Better to take Degenerative Core is your character has high rate of fire (including Pet/Pseudopet fire), but deals not that big damage, like Robotics/Traps mastermind n.n. On a thug mastermind it may perform even better because of posses. With burnout & 2 gang wars you may make equally-leveled AV vanish (maybe).
  9. Well it could receive same treatment, as Sentinels' Super Reflexes set (two anti-mez powers - Practiced Brawler and Master Brawler), one is click, another is toggle, but you can take only one of these powers, although stuff like that may be pretty complicated to do...
  10. Not longer than "Captain Ghostile Pirateburgerballman" - it's actual Villain from 13097 AE ARC. You can bypass restrictions of namelength for AV characters by manually editing their files ("Custom_Critter") directory, but l'm afraid way too long names may cause AE map crashes or some other unhandled stuff, so it's probably better not to exploit it too much.
  11. What is MM mercs/mind? If We recall correctly masterminds have SUPPORT (technically BUFF) secondary powerset, and there's no mind, mental, psychic or psionic-based powersets available as Support powersets (not count Empathy & Pain Domination).
  12. Also, btw, Liquefy (Sonic Resonance power) ignores color tinting entirely, expect for initial earthshaker beam. The pseudopet it creates is always yellowish-golden no matter how you color Liquefy power.
  13. Speaking about Tank Powersets, l wonder if homecoming devs could make Energy Aura available for Tankers. It is available for Brutes, Scrappers, Stalkers, Sentinels, why not make it same for Tankers? Would be pretty good pseudo-dodge tank with Solid Resistance, self-heal & some HP buff, and extra recharge, energy drain option (as for aura Entropy Aura tends to taunt adds for Brutes, at least tooltip says so). l just've on Everlasting electric sentinel toon that uses Energy Aura, with capped defense on all types except Negative & Psionic, very solid Negative defense, normal resistance to all damage, option to perform massive de-energize type crowd control with varierty end-draining powers, capable to solo most 8M+4 content. Should be called "Dark Horse", as it's essentially Dark Horse from Champignonz Online. With spacebar couldn't name it - any suggestion how to spell his proper name?
  14. Try to tank him standing next to the wall, so his KB would send you to the wall. With right positioning you will bounce off wall and end up into exact same place you were knocked from. It's something players tend to do in SWTOR, where tanks have no innate mez resistance.
  15. Banished Pantheon Radial also may score even bigger number than 0:55 because its support HAS OFFENSIVE POWER (Enervating Storm), despite tooltip suggests that Support pets shouldn't have any offensive powers in them (Banished Pantheon is the only case), and another supports don't have these (except for perma-KB hurricane, but it deals no damage). So Defiler is probably one of few things that is both untouchable and does DPS. Banished Pantheon is, and Clockwork strange damage scaling is because Anti-Matter Ray creates a pet called "Anti-Matter Particles" under its target, so it's tooltipped as single target, but it may be Targeted Sphere AoE on practice (with DoT).
  16. l've bind for Ninja Run/Sprint, that also activates Combat Jumping when both of them are off: File "speed4.txt": ALT+1 "powexec_toggleoff combat_jumping$$powexec_toggleon sprint$$bind_load_file speed5.txt" File "speed5.txt": ALT+1 "powexec_toggleon ninja run$$bind_load_file speed6.txt" File "speed6.txt": ALT+1 "powexec_toggleoff sprint$$powexec_toggleoff ninja run$$powexec_toggleon combat_jumping$$bind_load_file speed4.txt" Place it in "DATA" directory. To activate it type in game "/bindloadfile speed4.txt".
  17. Well now it is (radial, took away Support, left only Boss, it's untargetable & always hit). Pylon was spawned right on top of Poison Trap, kept its regen = 0%. Pylon's HP was lowered to 10K (exactly) before fight started. Because supports were taken out this chart doesn't include potential damage increase from supports that have +DMG buff (Polar Lights, Knives of Vengenance). Banished pantheon - 0:55 Tsoo - 0:58 Nemesis - 0:59 Carnies - 1:06 Arachnos - 1:06 Longbow - 1:08 IDF - 1:08 Cimeroran - 1:09 Warworks - 1:11 Knives of Vengenance - 1:11 Clockwork - 1:14 Rikti - 1:16 Phantom - 1:18 Talons of Vengenance - 1:19 Rularuu - 1:22 Vanguard - 1:23 Storm Elemental - 1:24 Polar Lights - 1:25 Robotic Drones - 1:33 Demons - 1:49 Seers - 1:55 And again competition list looks very similar to first one, with Banished Pantheon on top of everything else and Seers - at very bottom. But l suppose Seers have been made weak for a reason - because it's MEZ pet, not a DPS pet. Demons, however, have very little MEZ capability (only confuse with long CD, that lasts 5 seconds & can't affect Boss or higher), Robotic Drones don't have any mezzes at all. But Storm Elemental and Tsoo Radial Supports have Hurricane around them, that is literally perma-KnockBack for everything around them, which renders them less-than-usable in team content for trash clear phases. Polar Lights in real battle may score higher because their Northern Light's Bolt is autohit (btw, why?). Lemme put an idea how some of pets may be made a bit more useful. On mah DPS toons l noticed that some of Core pets may just wander into stacks of adds (in aggressive mode, because defensive often causes them to stand and don't attack anything), aggro them and die there, causing them to deal less damage than intended. So maybe some of underperforming lore pets may receive survivability-buffing powers like: Robotic Drones - Compact (autopower) - little targets are harder to hit, +15% Melee Defense, +15% Ranged Defense. Demons - Demonic Hide (autopower) - 15% Resistance to all damage except Psionic. Seers - Indomitable Will - 4 pts of all mez Protection except Knockback & Immobilize, +15% Psionic Defense, +15% Psionic Resistance.
  18. Traps XD
  19. Just made some testing on Private Server (spawned Rikti Pylon, flatlined its regen with Poison Trap, made pets untargetable & always hit to protect them from damage & exclude any randomness). And results are pretty sad... Some of pets are outdated and horrifically underperforming, while some "newer" pets (released in second batch - it's Knives/Talons, Tsoo, Banished Pantheon & Clockwork) are not less horrifically overperforming. This is list of time that Core pets required to destroy a pylon (the less - the better): Banished Pantheon - 2:35 (!!!) Carnies - 2:50 (!!!) Tsoo - 2:58 Cimeroran - 3:02 Nemesis - 3:02 Rikti - 3:10 Talons of vengeance - 3:10 Kinves of vengeance - 3:10 Rularuu - 3:10 Storm Elemental - 3:10 Arachnos - 3:10 IDF - 3:10 Clockwork - 3:10 Longbow - 3:15 Warworks - 3:20 Vanguard - 3:25 Phantom - 3:28 Polar Lights - 3:40* Demons - 3:45 Robotic Drones - 3:45 Seers - 3:56 Banished Pantheon is absolute champion right now. Not only it deals hugest DPS, but also inflicts various debuffs, mezzes, has only single target Knockback (but awesome AoE overall), and imposes permanent -30% resistance to boss enemy. This resistance debuff is even bigger for players, those deal Cold/Negative damage. Highly recommend taking Banished Pantheon for anyone if they don't run specific theme build. Cimerorans, however, are not like +50% performing compared to others anymore (but they are still relatively strong). Carnies surpassed them, so Tsoo did (which is not bad overall too, and have some -RES). Also it's worth to note that some of Banished Pantheon & Tsoo powers can be COLORED in costume editor, even if you select "no FX" style. Demons, Robotic Drones & Seers are seriously outdated and perform very bad. Seers are weak, but at least they can mez enemies (including AV). Demons perform too bad for melee-based non flying pets. Robotic Drones seems to be forgotten since the day they were made - their shots missing Sound FX (l think SFX from lDF plasma blasts could be copypasted there at least), but l have them on my main because their theme, and these drones look good overall (especially Plasma Cannon Spray) visual, but they could get some treatment (maybe increase their -REGEN from -50% to, say -250%, so people could take them as -REGEN, or increase their attack rates, since they have very few amount of attacks). Polar Lights have autohit on their Northern Light's Bolt power (is that intended or it's a bug?), and on practice perform +5% better because of that. Also there are somewhat gimpness about pets those are armed with annoying AoE knockbacks. Polar Lights (boss), Storm Elemental (support, radial), Longbow (boss) are examples of these pets. Unlike regular powers, incarnate abilities can't be slotted with any enhancements, so there's (currently) no way to turn these into knockdowns, players are either forced to not use them in regular fights & save up for AV only, or they will virtually lower DPS because players will have to chase adds, previously spread around by Lore Pets. "Newer" pets seems to not have AoE KB's, only outdated ones do.
  20. Speaking of - for Scrappers another Martial Arts power - Crippling Axe Kick doesn't take any Defense Debuff (Defense Debuff IO, Defense Debuff Sets, Accurate Defense Debuff Sets). Otherwise it might have been pretty good power to put Achilles' Heel at... l think it's improper tagging, since melee powers that debuff defense usually take these sets as well.
  21. Also maybe buff a bit Lore Robotic Drones - e.g. increase their cone coverage, so they hit more targets with their AoE more reliably? Generally Lore pets are poorly balanced - some perform way better than other, same with MM powersets. Targeting Drone from epic sets seems to be reskin of another power - Focused Accuracy (right now it is). Sent version of FA gives its buff to players in AoE area around user. So maybe make them AoE's? Or Focused Accuracy AoE, while Targeting Drone will affect only user, but for more Damage buff...
  22. Re: Level 2: Hurdle (A) HamiO:Microfilament Exposure What's the point of taking this extremely expensive thing instead of usual Run IO and Jump IO? These powers don't cost end, and most bonus Hami gives is 36.1%, while Jump IO will give 53.0%. Also why Pyronic, not lon? There's btw: two points for taking Pyro instead of lon - if you run Tank build (Ion jump creates pseudopets, and damage dealt by it doesn't aggro adds (only primary target), We wish We discovered it early and took Pyronic for Our maintank (Rad/Rad) at first place). And there's annoying stuff that if someone hits a target with lon just 1 second before you launch yours - it may damage only one target 😿. Anyway try to solo this: ArcID 13097 - 8m +4, enable bosses, enable AV. Might help you hone your Main's build.
  23. According to Our testing burn patches of both Assault Bot and Arsonist thug don't inherit accuracy, Arsonist patches also scare targets, which, We suppose, they shouldn't do. Our guess is that ALL patches were initially supposed to be AUTOHITS. You stand in a puddle of burning gasoline, how can you dodge it?
  24. We tested it on Private Serva ritenow n.n: and it is data\sound\Ogg\Powers\SonicRepulsion1.ogg We're gonna put it here for ayone to download & replace. So on your end it won't produce sound. Enjoy. Press 3 dots on attachment and option "Download". SonicRepulsion1.ogg
  25. This isn't a bug. It's a feature. At least powerset is called "Sonic" for a reason. But We believe you can replace some .OGG file to make it mute. We'll look for what sound is responsible for it.
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