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Burk

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Everything posted by Burk

  1. What sort of character are you using to fight him? Maybe there's some sort of weird power interaction that's stopping him from transforming.
  2. You seem to only be looking at the base defense or positional (melee/ranged/AoE) defenses. If you look down at smashing defense, it does indeed increase from 27.45% to 57.45% when in the dispersion bubble. This is because Faathim's (and most NPCs, even allies) dispersion bubble is the old version that only has typed defenses. Another thread recently was pointing out the same problem with Lt. Sefu Tendaji's dispersion bubble in the RWZ arcs.
  3. Are you sure that you actually had misses on those? The teleport magnitude on wormhole and fold space is only high enough to teleport +2 bosses. The fact that they were knocked down says to me that you did in fact hit the warwolf and vamp, but just didn't teleport them due to level difference. I don't get why they didn't aggro though.
  4. Normally when I see that happen it is because the toon is not on the same map as the team leader when the task is completed.
  5. Can't just be a hold-over from MM's Noxious Gas because that power only has a range of 30 feet.
  6. I have no need to test it any more than you do. My point is that the stated purpose of the power and all of the info provided to the player imply that glue arrow would prevent an NPC from jumping and having the power used on the player would confirm that. However because of hidden mechanics it does not work at all as intended against NPCs. That makes it at the very least seem like a bug to newer players. Sure I've come to just expect that behavior, but statements like "glue's -JumpHeight isn't intended to prevent enemies from jumping, only limit how high they can jump" still don't really explain the issue when by all information given to the player they are still jumping FAR above what they should have been limited to.
  7. Under that logic, you should switch to a build with no movement bonuses, turn off sprint super jump, and make sure the Blade of Artemis is 51 to not have any purple patch (or 50 if you get rid of your own incarnate shifts). Unfortunately you can't get rid of hurdle, so you're still "mixing test beds".
  8. So you're basically saying that jump height has a minimum strength of 0.1 for players and for NPCs, however the game completely ignores that and makes up its own rules for both? (Also I completely meant testing web grenade with a character that has immob protection.)
  9. This doesn't seem to make much sense to me. It is really easy to test that player jump height can be floored all the way to 0ft. Simply get a Malta Tac Ops to throw a web grenade on you and your feet cannot be made to leave the ground by jumping. If the minimum strength of jump height is really 0.1, that means you should always be able to jump at least 0.4ft off the ground. By that token, these NPCs should also not be able to jump ABOVE 0.4ft off the ground if they are actually jump height floored since they have the same base 4ft jump height. This also cannot be explained by the NPCs having too much jump height or resistance to -jump. The NPCs' jump usually comes from some sort of Super Jump or Super Leap power and every one of those I have looked at (there are a lot of identical versions) is either regular Super Jump height (+2780%) or half regular Super Jump height (+1390%). The -jump from glue arrow is also unresistable so its -50000% jump should easily overwhelm their +jump even if it is reduced by the purple patch against the +3s in the pictures to a -32500%.
  10. The "Architect Entertainment" channel is just a system channel for showing AE rewards. You cannot chat in it. "Architect Chat" however is just a chat channel that no one ever uses, theoretically for discussing AE stuff.
  11. Oh yeah, you're right. Guess it was the replacement for Chilling Embrace, then? Shows how much I do anything with sentinels. No idea then why it would allow recharge enhancements.
  12. Yeah, according to City of Data, it does take recharge enhancements, which should be both the SOs and the common IOs. Seems like a holdover from when they changed it from Hoarfrost to Frost Protection when making sentinels.
  13. Were you on the same team or just on the same league? Kill credit is only given to teammates, not leaguemates. If you were all on the same team and still didn't get credit, the only thing I can think of is that someone else had tried to kill it before you, did a lot of damage, but never finished it off, so that when your team fought it, you didn't do enough percentage of the damage to get credit. Seems like kind of a long shot, but not sure what else could be the problem.
  14. Just a slight modification to @Zepp's calculations. There are some melee sets that are incompatible (Shield with Claws/DB/Katana/Spines/Staff/TW or Stone Armor with Claws) so you got to subtract those from the totals.
  15. While I agree that the reward for Lusca should be higher, I still disagree that the Tentacles should be part of that reward (other than the trivial xp/inf rewards). One issue is that you do not need to kill all the Tentacles. The head becomes vulnerable after six of them. If the tentacles each gave a merit, you would end up with fights between players who want to squeeze every merit out of the encounter as possible and players who just want the Devilfish badge and don't care about 2 more merits.
  16. Technically Lusca becomes vulnerable after 6 tentacles are defeated. You can still have 2 of them up. Also, while I agree that Lusca is not really a difficult GM to defeat, it does have a more significant time investment and 2-4 extra merits is not going be so overpowered that anyone would bother trying to farm Lusca. So at least 8-10 merits seems appropriate to me. I don't agree that the tentacles themselves should give merits.
  17. You can only auto-complete a mission every so often. You're able to abandon missions as much as you want, but they remain in the contact queue.
  18. As I said, I only noticed it during that particular mission. I then tested and saw the same result in other missions. I'm also pretty sure that I would have noticed it if it had been that way when badging on all my other characters.
  19. Recently I decided to run a new toon through the Croatoa arcs for the accolade. I noticed during that infamous "Stop 30 Fir Bolg entering door" mission that about 20% of the Soldier minions were not granting any rewards. Looking back through my log, I found that this had been happening in previous missions as well. Now as can be seen on City of Data, Soldiers are actually 3 different types: a ranged version, a melee version, and a summoned version. The summoned version seems clearly designed to be the ones summoned by Eochai and recently were set to not grant rewards to prevent people from farming them. My suspicion is that for some reason, the summoned version is also appearing in regular spawns of Fir Bolg as well.
  20. At least with alignments, you can switch the character to the alignment you want to get the badge title you want. However, you cannot switch your character to a different AT ever. Main issue with the alignment stuff is that Praetorians do in fact get different titles. I was annoyed to realize my "Immortal Burk" character could never wear the "Immortal" badge title since he started as a Praetorian.
  21. The optimal implementation would be for the levels of all pets to be tied to the level of the summoner and update when the summoner's level updates. This would eliminate the need for culling (except in instances where someone is exemplared low enough that the pet should be unavailable) but also the annoyance of a mastermind leveling and having to resummon the henchmen for them to benefit from a higher level. Unfortunately CoH's code was not set up originally with that in mind and would probably take a massive overhaul.
  22. Looking at the detailed info for those powers, it looks like Mesmerize is including the containment damage, so it is reading as double what it should otherwise be. On the other hand, Dominate doesn't even list the containment damage and is not including it in the calculation. Mesmerize and Dominate if similarly enhanced should be doing the same damage. Edit: Wait, this is for dominators, not controllers and so containment shouldn't be part of it. But Mesmerize is still listing two different psi damage sources despite only doing one of them as if containment was wrongly being added to the ingame detailed info. So it's not that Mesmerize is doing the wrong amount of damage and more that the detailed info is listing the wrong stuff.
  23. The majority of AVs are only semi-immune to most mezzes (gain 50 mag protection for 50s of every 75s) but Immobilize and Sleep are intentional exceptions where they only have the basic 3 mag boss-level protection (not even the 6 mag elite boss protection). There are definitely exceptions like incarnate trial AVs will just have a flat 1000 mag protection to all of them. I suspect the issue here since its happening in ITF is the Shout of Command power cast by the romans. That gives mez protection to nearby allies and definitely could have been applied to the AVs in question.
  24. Unfortunately, unlike Crey that are all over the Dr. Q task force among others, there is no task force that involves Carnies aside from a single mission in Ice Mistral (technically Vanessa appears in Kahn, but she doesn't actually share the lethal vulnerability). So the only place lethal damage actually shines is nearly nonexistent in task force content.
  25. Hmm, seems kind of weird for it to not stack like that, but it would explain a couple of things. Main thing was that the AoE immobs should not have the protection, just the resistance so that Knockdown isn't completely removed.
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