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[OPEN BETA] Patch Notes for July 6th, 2025
Burk replied to The Curator's topic in [Open Beta] Patch Notes
All object explosions that repel are 15 mag and ignore resistance. In theory, that shouldn't repel the spirit tree since it looks like it should have mag 100 protection to repel: https://cod.uberguy.net/html/power.html?power=villain_pets.spirit_tree.resistance&at=minion_pets. However, what stands out to me is that the effect has a 10.3s duration and the activate period is 70s. Unless I'm wrong, that means that the spirit tree is completely unprotected for about 60 seconds out of every 70 seconds. I guess the duration of the tree is now only 60 seconds (haven't actually played my plant controller since the page)? So the tree is protected from most effects, like teleport, repel, knockback, hold, etc, only for the first 10 seconds. The only part that lasts the whole 60 seconds is the damage resistance and hp. This seems to match with testing in game where I watched the combat attributes for the spirit tree and all the status effect and debuff resistances dropped off pretty early, leaving only the damage resistance. Half of the mez protection stuck around. Apparently, the tree also gets mez protection from a different power: https://cod.uberguy.net/html/power.html?power=villain_pets.spirit_tree.spirit_tree_taunt&at=minion_pets, so that's not a problem. -
In the TPN Campus trial, we usually confuse the Telepathists to get the badges. This last week, we discovered that they were affected by the same bug that was giving giant monsters and archvillains a lot of confuse resistance, making it much harder to keep them confused. However, we also discovered that Symphony Control was having a much harder time with their Impassioned Serenade, despite the base duration being the same as other single target confuses. I took a look at City of Data: https://cod.uberguy.net/html/power.html?power=dominator_control.symphony_control.impassioned_serenade&at=dominator. Impassioned Serenade is different than most single target confuses since it works through an "Execute Power" effect. When I looked at similar powers, such as Transfusion from Kinetics, I noticed that those have the tag "Boosts are copied to entity". However Impassioned Serenade lacks that tag on its redirect. If I'm correct, it has been ignoring any enhancement to confuse duration and we just didn't notice before because the base duration of 44 seconds is usually enough, but now we're noticing because of the confuse resistance.
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I was leading a Keyes badge trial for the first time since the page came out. Anti-Matter is already one of the tougher trial AVs for me since my main raid leader toon is a Dark Armor tank and he does energy damage. However, this time he was doing way more damage than normal. I came to realize that his Enervating Field (https://cod.uberguy.net/html/power.html?power=praetorians.p_anti_matter.enervating_field&at=boss_praetorianarchvillain) is flagged as unresistable on the -resistance part. I swear it was not like that before. The difference between him having EF on me versus not was like night or day.
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In the Deal with Alpha Team mission of the new Erin West arc, there was an extra 1 just kind of stuck in some of the computer's "dialog".
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I rescued all 3 hostages and fought the ambush version of Dreck, but no bonus mission. I used an alt account that hadn't left the mission to look around a bit more and found a bunch of freaks who look like they spawned to ambush us and hadn't bothered to actually come to us. Is the problem that unlocking the bonus mission requires defeating all ambushes while completing the mission only requires Dreck? Can the mission just be changed to require all the ambushes, too?
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After the patch, the icon for Gravity Distortion Field is wrong. It looks like the single target hold Gravity Distortion For reference, the icon used to look like this with the proper AoE style border.
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The problem is that there are doors hidden inside the geometry of the base walls. When the game logs you in, if you're close enough to a door, it wants to animate you coming out of the door. In this case that causes you to get moved into the wall.
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I was running the mission "Cause Mayhem in Brickstown" from Mr. G as a level 50. One of the PPD inside the bank spawned as a level 40 sniper. I assume that he replaced a lieutenant and that PPD Operative enemies simply are not set to spawn higher than level 40 (especially as all PPD at level 50 are peacebringers or robots, this guy definitely broke the theme).
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The mez badges are weird in that they only seem to award credit when you leave the mez, and there appears to be a cap on how much time you can accumulate when you do leave the mez. Had some interesting consequences when trying to farm those badges. When farming sappers, you want them to not be able to keep you constantly locked down. So you can't use too many sappers or have too much of a level difference to increase mez duration. Having them keep you mezzed more often would ironically decrease mez badge progress. We thought we would have an easy way to farm those badges using the rez pods with the stun field in hard mode LGTF mission 3, but found they would only work if you kept moving in and out of the field.
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Yeah, despite them saying it would be temporary, it still hasn't been changed back.
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Most debuff auras without damage are autohit and the stacking definitely seems intentional. The debuff being unresistable is the thing about Crystalize that annoys me.
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Midnight Grasp should as well. The ingame detailed info doesn't show it, but you can clearly see it in City of Data: https://cod.uberguy.net/html/power.html?power=epic.controller_dark_mastery.gather_shadows&at=controller
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Something strange with Thugs MM Bruiser and Foot Stomp
Burk replied to kelika2's topic in Bug Reports
Their Footstomp power does have required level 32: https://cod.uberguy.net/html/power.html?power=mastermind_pets.thug_boss_3.foot_stomp&at=mastermind I wasn't aware the pets actually cared about the required level. Would be interesting to test exemplaring down to 25. You'd still get to use Upgrade Equipment but would the Bruiser stop being able to use Hurl since that has required level 26? Edit: Tried it out on one of my masterminds. Bruiser in fact did not use Hurl against enemies when exemplared to 24, despite being fully upgraded. -
Yeah, using power analyzer tends to make the influence count in the combat info not display right for a while. Doesn't actually impact your influence, though. Would be nice if it was fixed, but never was a real issue past the shock factor of your influence seeming to drop to zero.