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Purrfekshawn

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Everything posted by Purrfekshawn

  1. Well, Splash term may be complete synonim of AoE, but sometimes it may refer to powers those deal more damage to primary target rather than secondary OR their area effect strength fades as the distance from the epicenter to target increases. That is common in RTS. Example of that may be Electrical Melee Thunder Strike power, which damages the main target more than other targets. Fluff term may be complete synonim of AoE, but sometimes it may refer to powers, those damage the main targets mostly, but secondaries - only on occasion and its damage to secondary target is not nearly as big as to the primary. Example of that may be Radiation Melee single target powers, which on occasion generate burst of AoE damage when they hit Contaminated targets. Both Splash and Fluff terms may be considered to be complete synonims of the AoE term. Thus sentence: "Order is: AoE -> Splash -> Fluff" refers to the request to teammates to go to town with attacking all and every target!
  2. Storm? Lahl!!! 😀 That's the absolute worst Support set in the game because its lot of annoyin' Knockbacks/Repels, which also can't be slotted for KB -> KD (because they're repels). We generally found something for Splashing. It became Stone Armor/Savage Melee/Mu Mastery Tanker, that uses Teleport to move around & Fold Space. The latter allows it to cluster enemies, so teammates with AY splash power layouts can go to town with splashing them, and which is why it's even more than DPS king. Normal splashes're Rending Flurry, Savage Leap, Ball Lightning, and Banished Pantheon's Support damaging AoE power Enervating Storm in addition to the constant damage from the Mud Pots, which also slows. That' the real candy that is also nearly invulnerable as l managed to bring ALL Resistances (including PSI) to 90% at all times + ALL Typed Defenses (except PSI) to more than 45%.
  3. Horrible Game Breaking Design Flaw - Protector Bots first shields Everything and only then Caster - reason found! The reason of this has been found, and since that requesting IMMEDIATE fix (as We're always Nice n.n, so Fix it #RITENOW!!! Protector Bots first shields literally EVERYTHING - Other Bots, Seeker Drones, Acid Mortars, Incarnate Pets, the Demon, the Devil (also the whole list down)..., gracefully ignoring the only thing - its owner. It has been known for so long time, and now l looked in Dev files and found the actual reason of this Atrocious, Horrendous, Horrid code error: It's located in "%CoHDevSourceFilesFolder%\coh-server-original-master\MapServer\ai\entaiCritterActivityCombat.c" 1835 Entity* aiCritterFindTeammateInNeed(Entity* e, AIVars *ai, F32 range, AIPowerInfo* info, int targetType) 1836 { 1837 Entity* weakest=NULL, *myowner; 1838 F32 dHP; 1839 F32 weakestdHP=0; 1840 F32 rangeSQR = range*range; 1841 F32 distSQR; 1842 1843 // myowner only allows owner as target. This section tries to buff teammates 1844 // the following section, targets the owner. it is after so that it can replace the teammates 1845 if(ai->teamMemberInfo.team && (targetType != kTargetType_MyOwner) && (targetType != kTargetType_MyCreator)){ 1846 AITeamMemberInfo* member; 1847 S32 isTitan = ai->brain.type == AI_BRAIN_MALTA_HERCULES_TITAN; 1848 1849 for(member = ai->teamMemberInfo.team->members.list; member; member = member->next){ 1850 // valid ents to buff are entities that aren't self and alive. 1851 // targettype_mypet requires that the ent is a pet 1852 Entity *entMember = member->entity; 1853 int isValidEnt = (entMember != e) && (entMember->pchar->attrCur.fHitPoints > 0); 1854 if (targetType == kTargetType_MyPet) 1855 { 1856 isValidEnt &= (entMember->erOwner == erGetRef(e)); 1857 } 1858 else if (targetType == kTargetType_MyCreation) 1859 { 1860 isValidEnt &= (entMember->erCreator == erGetRef(e)); 1861 } 1862 if(isValidEnt){ 1863 AttribMod *pmod; 1864 AttribModListIter iter; 1865 bool bActive=false; 1866 const BasePower *ppowBase = info ? info->power->ppowBase : NULL; 1867 1868 if(isTitan){ 1869 AIVars* aiMember = ENTAI(entMember); 1870 1871 if(aiMember->brain.type != AI_BRAIN_MALTA_HERCULES_TITAN){ 1872 continue; 1873 } 1874 } 1875 1876 if(info) 1877 { 1878 if(!aiPowerTargetAllowed(e, info, entMember, true)) 1879 continue; 1880 } 1881 1882 1883 if(info && !(info->groupFlags & AI_POWERGROUP_HEAL_ALLY)) 1884 { 1885 EntityRef myRef = erGetRef(e); 1886 pmod = modlist_GetFirstMod(&iter, &entMember->pchar->listMod); 1887 while(pmod!=NULL){ 1888 if(pmod->ptemplate->ppowBase==ppowBase && pmod->erSource == myRef){ 1889 bActive=true; 1890 break; 1891 } 1892 pmod = modlist_GetNextMod(&iter); 1893 } 1894 } 1895 1896 if(bActive) 1897 continue; 1898 1899 distSQR = distance3Squared(ENTPOS(e), ENTPOS(entMember)); 1900 if (distSQR <= rangeSQR) { 1901 dHP = entMember->pchar->attrMax.fHitPoints - entMember->pchar->attrCur.fHitPoints; 1902 // Prefer weak members, otherwise prefer those in melee, 1/X chance of just skipping a guy, so that not everyone heals/buffs the same guy 1903 if (!weakest || rand()%3 && (dHP > weakestdHP || (dHP == weakestdHP && ABS_TIME_SINCE(ENTAI(member->entity)->time.wasAttacked) < SEC_TO_ABS(5)))) { 1904 weakest = entMember; 1905 weakestdHP = dHP; 1906 } 1907 } 1908 } 1909 } 1910 } 1911 if ((targetType != kTargetType_MyPet) && (targetType != kTargetType_MyCreation)) 1912 { 1913 EntityRef owner = targetType == kTargetType_MyCreator ? e->erCreator : e->erOwner; 1914 if(owner && (myowner = erGetEnt(owner))) 1915 { 1916 AttribMod *pmod; 1917 AttribModListIter iter; 1918 bool bActive=false; 1919 const BasePower *ppowBase = info ? info->power->ppowBase : NULL; 1920 1921 if(info && !(info->groupFlags & AI_POWERGROUP_HEAL_ALLY)) 1922 { 1923 pmod = modlist_GetFirstMod(&iter, &myowner->pchar->listMod); 1924 while(pmod!=NULL){ 1925 if(pmod->ptemplate->ppowBase==ppowBase){ 1926 bActive=true; 1927 break; 1928 } 1929 pmod = modlist_GetNextMod(&iter); 1930 } 1931 } 1932 1933 distSQR = distance3Squared(ENTPOS(e), ENTPOS(myowner)); 1934 if (!bActive && distSQR <= rangeSQR) { 1935 dHP = myowner->pchar->attrMax.fHitPoints - myowner->pchar->attrCur.fHitPoints; 1936 // Prefer weak members, otherwise prefer those in melee, 1/X chance of just skipping a guy, so that not everyone heals/buffs the same guy 1937 if (!weakest || rand()%3 && (dHP > weakestdHP || (dHP == weakestdHP && ABS_TIME_SINCE(ENTAI(myowner)->time.wasAttacked) < SEC_TO_ABS(5)))) { 1938 weakest = myowner; 1939 weakestdHP = dHP; 1940 } 1941 } 1942 } 1943 } 1944 return weakest; 1945 } This function consists of 2 main subroutines - one starts at #1845 and ends at #1910 and another starts at #1911 and ends at #1943. First of them searches all targets those need the buff except for the Owner, and another one looks at the Owner. Problem is - the value "weakest" will likely be non-zero at the moment it gets to the second subroutine, and as it's coded now it won't be overwritten thus it results that Owner gets support from the pets from the LAST order, when it should be receiving buff in the FIRST order, otherwise the robots are a junk that worth only recycling. Thea'z "positronic matrix" salvage in game, so robots shud obey laws of robotics, first of which is NOT TO LET THEIR CREATOR BE HURT (2nd is obey the Creator), and only 3rd of which is NOT TO LET THEMSELVES BE HURT. Yet robots those're in game put the 3rd law above the 1st, which's total blastheadness in its crystallic solid form. Interesting to note that according to how it's coded if your character has LOW HP, the robot may prefer shield the character over other pets, you can test it on live, do major injury to yourself, then summon protector bots, they may shield you first at that case. In order to fix it Devs need to swap these subroutine places. In my experimenting on private server it did the trick. Also it's possible to make even stronger assumption, for instance if do this: 1937 if (!weakest || rand()%3 && (dHP > weakestdHP || (dHP == weakestdHP && ABS_TIME_SINCE(ENTAI(myowner)->time.wasAttacked) < SEC_TO_ABS(5)))) { replace to 1937 if (!weakest || (dHP > weakestdHP) || (dHP == weakestdHP) ) { (it's what l have on private server) then the need of buffing the Owner will be stronger, and the other members will be buffed only when they have Higher HP delta (maxHP-currentHP) than the owner (or special effect is unable to be cast onto owner, bots for instance have NOT lost ability to cast shield on other robot after this replacement FYI). If completely skip the string: 1937 if ( true ) { Then the Owner will be buffed/healed even when he (or Nice Beautiful She, or Our Imperial Majesty) has 70% of maximum HP, when there might be teammates with 10 HP and they won't receive the buff/heal that would otherwise save their lives. So it's double edged sword... But what is clear is that it IS a bug that bots cast FF on Owner in the last order, and it IS to be fixed, and it IS to be fixed this instant. It's the Merry Christmas, so letz be nice & fix it now!!! 😊
  4. Same could be said with ninja synergy of Mastermind Robotics & Traps powerset - one where resummoning Force Field Generator would instantly upgrade all robots with Equip Robot & Upgrade Robot powers, if the old FFGen was affected with these powers. It allowed Us to summon pets then resummon FFG and upgrade them instanteously, without having to use 2 powers and/or retarget Aything (also keep in mind that when a robot is summoned it keeps dropping its target focus like 4-5 seconds when it does Jet Boot animation, but is still vulnerable at that time; ninja synergy allowed to upgrade bots even at that time). Yet HC team removed that Ninja Synergy, and it kinda blowed 👺
  5. Traps, so AV's won't marathonn run away.
  6. Every Thing dies in Fire Farmes that does not have 90% Fire Res and 45% Fire Def lahl. Thus for FF you take ONLY Radial version of the pets, who has support. And that support shud have +DMG or +Recharge or something. BP's Radial Support is very good, as it can cast AoE damaging power (Enervating Storm).
  7. Why make yourself not able to win in circumstances you can make yourself able? What's the point of making a character weak instead of strong? We would recommend skipping Rooted to no one BUT, at some circumstances where Rooted is not much needed a player could just switch it off, so a character would move faster. Example is Council PI farm or ITF, but even at ITF it's highly questionable because it's -DEF Debuff Resistance on top of everything. If the character uses Teleportation to move switching Rooted off makes few to no sense in any occurrences. But however, the semi-Fortress-like playesyle with average speed debuff (vs very high speed debuff which's Granite+Rooted), letz do it another way: 1. Make Rooted be activatable with any Travel Powers, flights, jumps, etc. 2. Rooted slows those slow character ONLY apply when Granite Armor is active. 3. Alternatively Rooted may get its slows moved to Granite Armor, but these Granite extra slows activate only when Rooted is active. This will result in following chart: No Granite, No Rooted - CHANGES: NO - character summary speed is as it currently is. No Granite, Rooted - CHANGES: YES - character is NOT slowed, jump is NOT disabled, travel powers ARE activatable. Granite, No Rooted - CHANGES: NO - character summary speed is as it currently is. Granite, Rooted - CHANGES: NO - character summary speed is as it currently is. And in overall it will enable a Stone Armor character play in 2 different playstyles - in dynamic Tank style, without speed crippling, with Rooted, Rock, Brimstone & Crystallic Armor & Minerals, similar to any other Tank. Or in slightly-more-than-completely-immovable Fortress style with Granite Armor and (maybe) Rooted, but being amost implossible to be defeated. Perhaps some player may even make 2 different builds for that.
  8. l don't suggest changing mechanic Granite does, so players could keep their current Fortress-like playstyle, if they like it. 37.5%/15%? Last time l checked it was 50%/20%, because l went Tanker for bigger AoE radius (l decided that would especially rock for Fold Space) and Target cap. And yeah, almost everything is CAPPED on that character, even PSI resistance capped at 90% all the time due to various enhancements. The only thing l suggest is change Rooted, so it won't have its disadvantages (self-slow) anymore, moving all of them to the Granite Armor, so players who picked Stone Armor could play in a NON-FORTRESS style like any other tank. Currently it's NOT an option, because: 1. A tank cannot go without mez resist. 2. To achieve mez resist you have to use Rooted. 3. If you use Rooted you're fortress. 4. If you're fortress you're fool if you don't pick Granite Armor. 5. If you run Granite Armor all other armors in the set are useless or just IO-mules. 6. 50% of Stone Armor potential is wasted. Which is why l stated you're forced to play Granite if you're Stone Armor, and that's the reason l suggest rework Rooted taking away all of it self-slows, so players with Stone Armor get 2 options to play (Fortress style and non-Fortress style), because more options is always better than less.
  9. 1. Stone Armor Make rooted NOT slowing character, and NOT disabling sprints, flight, jump other travel powers. Generally when l first met Stone Armor characters/descriptions (before reading detailed descriptions) l was under impression that Rooted is just Mez protection power any defense powerset has, without horrible disadvantages. l understand that Granite Armor slows character seriously, but its overprotection justifies that. Rooted stats (except for self-slow) looks like an usual Mez-protection power, it's NOT move powerful than any other mez protection of any other set. So yet no other mez-protection gets self debuff, but Rooted has. This leads that any Stone Armor tank is forced to play in a fortress style, with Granite Armor with amazing defenses, but only tiny lil' capabilities to move (or use Teleport), and renders most of Stone Armor powers useless or some IO mules. That's such a waste for all that awesome Visual effects Stone Armor powers have (Rock Armor, Brimstone Armor, Crystal Armor, Minerals)! Yet they are never to be shown, as players are tecnically forced to play Granite fortresses. To play with other Stone Armor armors (non-Granite) is NOT an option right now, as Rooted will slow you anyway, and you CANNOT skip Rooted because tank CANNOT go without mez protection, and there is NO mez protections in the set except for Rooted power. Suggestion: 1. Remove all Slows/Travel Disables from ROOTED. Add the slow that is usually granted by Rooted to the Granite Armor (so its overall speed is not getting buffed, but l don't suggest nerfing any if its stats/capabilities either). Maybe (on dev flavor) make it so, that some bonuses from Rooted are granted only when character touches ground (like Electric Armor's Grounded power), but it's on designers' choice. Example: +50% regen Rooted grants always, and other +50% regen only when character is near the ground (this will cover most cases anyway). Also Granite Armor may get extra looks (e.g. Sardonyx Crystallic, tawny-colored etc...). 2. Assault Rifle/Mercenaries These powersets are generally considered to be very weak. They deal very little base damage, and damage type is Lethal, that gets resisted by many enemies seriously. Once l came up with an idea, that it should get a mechanic that would help with that and be theme fitting at the same time. It's Armor Piercing mechanic. Theme wise, isn't it, rifles really were designed to be able to pierce enemy's armor. That's why having it in game would both add extra impression of the set and boost its usefull ness. And l can imagine it would work without necessity to remake current game engine in a following way. Let's look at example of Slug Assault Rifle power. Currently it does: XX.XX lethal damage on target 25.00%% chance for X.XX magnitude knock on target But how to make it so it would partially ignore enemy's resistance to Lethal damage? Previously there was one bugged effect with enemy's pet Tar Patches, that its -RES effect was Unresistable, resulting bigger -RES effect that it's intended to be. But what if make that Intentional effect for the new Assault Rifle/Mercenaries attacks? Let's see what the new Slug would look like: -30.00%% resistance to lethal damage for 0.50s on target Ignores buffs and enhancements unresistable XX.XX lethal damage on target after 0.25s delay 25.00% chance for X.XX magnitude knock on target after 0.25s delay Making it 0.25 ensures that it will last only couple of time frames and the damage will be applied exactly within that frame when -RES is applied. What would it do at all? Letz imagine you're attacking an enemy with 0% innate Lethal resistance. -RES that applied by Armor Piercing mechanic will make its lethal resistance -30% total, which would make total multiplier of applied damage x1.3 of normal. Now letz imagine we're attacking an enemy, that has 70% resistance to lethal damage (it's what Reichsman has, without his Unstoppable buff he casts at low HP). Because -RES is unresistable, it won't get lowered with Reichsman's innate -RES and won't become 9%. It will stay 30%. And after the subtraction total enemy's resistance will become 40%. That means you will do 60% of listed Lethal damage to the enemy. While without Armor Piercing debuff you would deal only 30% of listed lethal damage. And that makes Armor Piercing mechanic deal damage x2.0 of normal!!! That's why the damage, new Assault Rifle would do would be more effective on enemies with high Lethal Resistance, rather with low Lethal Resistance and effectively reduce effectiveness of their armor. Which is why it's called "Armor Piercing"! Naturally base damage Assault Rifle deals needs to be reduced accordingly, maybe not by 30%, but by about 20%, so it won't become OP. To stay same it needs to be reduced by 1-1/1.3≈0.23%, but it would use some buff, and as you attack mostly level 54 enemies, those are +3 level higher than you (u've level shift +1 from Alpha incarnate in most content) the debuff effectivenesses are usually 0.67%. But IIRC it does NOT apply to unresistable effects, and there's also other flag for that - ignore Level Difference, and yeah don't forget about "Ignore Level Difference" flag for Armor Piercing mechanic. This new mechanic also would have an extra effect that if the 2 or more Armor Piercings occur at the same time frame the attack power will be SIGNIFICANTLY boosted. But lMO that would be not fixed or changed somehow, but compose the extra flawor of the set. It's like - the subsequent bullet hits an enemy in the spot where previous one already had pierced enemy's armor. Naturally that hit will hurt alot more. Burst would become single hit attack, instead of multi-hit, while Full Auto grant unresistable -RES to lethal damage for the whole its duration, as it's the Nuke after all. Mercenary's Rifle and SMG attacks would get these effects as well. As an alternative or addition to the effect, Assault Rifle power may grant a "power" on its target called "Armor Pierced" (+Floating Text). The power "Armor Pierced" would grant its owner unresistable -XX.XX%% resistance to lethal damage as well, and be short-lasting (last 5 seconds or so), but naturally no more than one of that effect from any source could be applied to the target.
  10. Well, here it is. Note for players, don't try to replace Game files with that it's for my Private Server (based on Score i26), it has another format rather Homecoming files! https://ufile.io/ykf68cpz
  11. Well, in the meantime a year and 6 days after this bug was reported - We decided to try to fix that on Private Server and... MANAGED IT. It just took Us several tries before We understood that Record names in "FXINFO.BIN" file (first 4 bytes in the record after its size, pointer to the name must come in alphabetical order). I.e. imagine its strings buffer has strings "CAT", "DOG", "TURTLE". Then records whose name pointer points at each word must come in order: "CAT", "DOG", "TURTLE", but not "DOG", "CAT", "TURTLE" or else some of these may not be read. Here's take a look on what We've succeed: -------------------------------------------------- -------------------------------------------------- -------------------------------------------------- -------------------------------------------------- -------------------------------------------------- Do not be afraid of these Black lines you see on GIF, as it exists in its Additive Visual too, so it's not a bug (or maybe shared bug, but We wouldn't fix it). -------------------------------------------------- -------------------------------------------------- It's interesting that ALL Visual Particles required for that are ALREADY in the game, it's just "FXINFO.BIN" file Untidiness. Bad side is that it requires replacement on both Client Side AND Server Side, because server must look at its %server%\data\fxinfo.bin file to discover what identifier to send onto client. Identifiers of most powers become another after fix, so alterating only Client Side won't do the trick. In other words it works on Private Server, but won't work on Homecoming. We prepared & injected into FXINFO.BIN file extra 2 records with names "INCARNATEPOWERS/JUDGMENT/SUBTRACTIVE/JUDGMENT_ION_HIT_SMALL.FX" & "INCARNATEPOWERS/JUDGMENT/SUBTRACTIVE/JUDGMENT_ION_PET.FX" made from "INCARNATEPOWERS/JUDGMENT/JUDGMENT_ION_HIT_SMALL.FX" & "INCARNATEPOWERS/JUDGMENT/JUDGMENT_ION_PET.FX" respectively. In these records We added word "SUBTRACTIVE\" after word "JUDGEMENT\" for each of them and adjusted size descriptors accordingly (+0x0C bytes for it's size of "SUBTRACTIVE\" on string lengths for instance). Below We'll hang FXINFO.BIN files so Homecoming employees can look at that and this way see what is really needs to be done in order to fix exactly this visual bug.
  12. What's that? Is texture just not showing up, or it causes Rikti mobs to die (become defeated) once you see them?
  13. Sure, why not? Btw: Mastermind needs Alpha Barrier, all epic powersets for archetypes whose primary or secondary are not related to self-defense, have that choice. Although if it has Meltdown maybe it'll do the trick instead.
  14. Okay, maybe not exactly Blasters, but rather Masters instead. Masters of the AoE, Splash and Fluff Damage.
  15. Well, 10 ft isn't a Screen-wide thing ayway. What if tanking something like Seers and they stay away from eachotha & aint being splashed.
  16. Dark Melee for splash??? Is that a joke? 2 AoEs and each of them have 2 or more minutes for recharge. Shadow Maul is a cone & requires positioning. Savage Melee We can understand, but lethal damage type ((((... --- Also how about something like Blaster powersets for Ranged or something similar to it?.. Edit: ah there's updated Touch of Fear, but it's only one splash
  17. Please advise some power combination that lets you issue some sort of GIANT splashes, We mean AoE's in non-stop mode those will hit everything (or at least almost everything) on the screen in non-stop mode. Don't suggest a build that has both Cones AND PBAoE powers because these don't go with eachother well (require constant movement). Damage may be not that devastatic, but not tiny eitha, so don't suggest ay Controller builds with their tiny lil' damage. On top of that it's desirable this build should have something that would prevent the enemies such as Archvillains from clucking away like tiny lil' scared to death chickling (btw: one who programmed AV's to run away from you in panic back on live must have been very seriously demented. In AE mission We put 3 AV allies (they become lvl 50) into when engaging an AV enemy (lvl 54), they become scared of enemy and try to run away from it, while AV enemy becomes scared of allies and run away from them as a result everyone runs away from everyone run-run-rudolph).
  18. If the system is name@account then name CANNOT be camped
  19. Personally We would like to get those names freed from Everlasting server: Inertia Overheal Dark Horse Tachyonic
  20. Generally naming system in this game is very bad and obsolete (identify a character solely through its name). Champignons Online is a generally very bad game, but it has more advanced naming system. Characters are being name here not just "name", but "name@account" instead. l wonder if Homecoming Team could port this here. It would require a lot of effort though.
  21. The easy solution would be this: Toon Level: 1-20: if not played 30 days or more name will be genericized (TOON_NAME_%randomnumber%) 21-49: if not played 60 days or more name will be genericized (TOON_NAME_%randomnumber%) 50: if not played 90 days or more name will be genericized (TOON_NAME_%randomnumber%)
  22. Clarion Radial boosts earlier were improperly benefitting from secondary effect boosts granted by Power Boost power as far as We read it. That means if the character's power boost gave +50% to secondary boost (just an example), and then clarion +100%, it did following thing: activating Power Boost made Clarion buff by +150% instead, and the shield power was boosted by 200%. Right now Clarion doesn't so shield power is boosted by 150% instead, which is intended.
  23. Yep, generally Shadow Shard looks like unfinished zone, with practical inability to move through it w/out Flight/TP, and presence of only 4 areas, while it's intended to have 8 or so (each for one piece of Rularuu consciousness). Not to mention that Task Forces there require a Reilly hellish lot of movement (the most infamous is Quatrexin TF), between SS & Paragon & back. As of right now l believe Homecoming players could get more Shadow Shard-related maps to AE (not just Nemesis base, but also with floating spiked ball-like building, with redwater falls etc), so they could make their own content for it.
  24. Yup, do it, because more options is always better than less. Ultimately We would like to see fully customizable jetpacks (with jet flame color customizable as well).
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