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Everything posted by Burk
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You are confusing KB protection with KB resistance. Fire Cages for Sentinels does 10000% KB resistance and mag -100 KB protection while for Controllers it just does the 10000% KB resistance. What resistance does is a multiplier on any incoming knockback, and for that large of resistance it will reduce it to the cap of 1% distance. However the protection straight up subtracts from the knockback and if that difference hits zero or less it outright negates the knockback. Hence for a controller, a fire caged enemy that is hit by a 50 mag knockback will have that reduced to 0.5 mag which is a postive number less than 1 and thus results in a knockdown. For a sentinel that same 50 mag knockback will be reduced to 0.5 mag by the resistance and then have 100 subtracted from it, resulting in a very negative -99.5 magnitude and no knockback/down at all.
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Transfusion does two things: heal players around the target and drain a small amount of endurance from the target. Enhancing for end mod boosts that endurance drain but does not add endurance to the players. To be honest, the drain part of Transfusion is too small to be worth enhancing. Go for heal or recharge to be more effective.
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Oh, I see. The Brute Forced page links to the Hero Defeat Badges page, but the latter doesn't link back. I'm guessing a number of those kind of collections pages are in need of updates. I went ahead and added those two badges to the Hero Defeat Badges page. If I get more time, I may go through it and some similar pages to make sure they're correct. I already see that the In-Game Sequential List subsection is definitely outdated.
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Which wiki are you looking at? Flying Nuisance and Brute Forced are new badges added by Homecoming in Issue 27. They would not be on Paragon Wiki since that wiki only has content that was on live or planned by the developers at the time of shutdown. I would suggest looking at the Homecoming Wiki, https://homecoming.wiki/, for more updated info. The new badges and the update to Visionary were all added to Homecoming Wiki in November 2020. Even better if you are serious about badging, people have made some great badge tracking websites. I use City of Badgers, https://cityofbadgers.com/, for easy tracking of what badges my characters have and don't have, but Badger, https://n15g.github.io/badger/, works really well. Both sites are consistently updated when Homecoming releases new badges.
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One thing that I think is sometimes the cause is difficulty settings. For some reason bosses who are supposed to run at low health will start running immediately if they are downgraded to spawn as a lieutenant instead. I'd be interested to learn if that was the issue here and if changing difficulty gives you the time to restrain the boss before he escapes.
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Skull Buster is given for completing "The Lords of Death (Kings Row, Ch. 2)". This is arc 24.02 near the bottom of the "Guardian (Level 15-19)" category of blue-side Ouroboros. You should see the other guy. is given for the followup "Deadlock's Personal Story (Solo Mission)" which is arc 24.03. So it is definitely possible to have the second one without the first unless you ran through Eagle Eye's arc naturally instead of through Ouro.
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Stalker: Hybrid Melee Core Notifies Critters while Hidden.
Burk replied to InvaderStych's topic in Bug Reports
It doesn't taunt, but in order to modify the self buffs based off the number of enemies around you, it still affects the enemies and the enemies still notice this. -
The tips should not disappear just because you go to the other side's zones. For instance you are vigilante and earned a villain tip in Grandville. If you then zone into Peregrine Island, that tip will no longer be visible, but if you rezone back into a villain zone, it will show back up. You should be able to hold 3 blue-side tips and 3 red-side tips at once (at least as a Vig or Rogue) but won't see all of them unless you are in a mixed-alignment zone (RWZ, Ouro, sg base, etc).
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In my experience, Maelstrom always spawns at 24 in that mission. I believe Chief Interrogator Washington also spawns as 24 in one of the other level 20 preatorian alignment arcs.
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Multiple toons farming healing in Mercy Island is not a problem, but a benefit. For some reason it boosts the heal credit you get if the soldiers are already affected by a Rebirth Core. When farming it on all of my toons, I actually brought in multiple accounts specifically to boost my main account's credit. Having multiple players only becomes a problem if the first person to arrive doesn't first reset the area until they get all 6 spawns and instead settles on inefficiently farming 2-3 spawns.
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I strongly suggest either Total Core or Core Epiphany since they have twice the AoE radius of Partial Core. You can nearly hit the entire platform in Mercy. Since Core Epiphany is no more effective at heal farming than Total Core, I usually make the Total Core and after farming the badges use it to craft Radial Epiphany instead.
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Since the game was originally designed around teams and the league system was built on top of it, this is the same behavior for every defeat badge. Giant Monsters are actually no different. They just have enough HP for multiple teams to damage them and get credit, but if one team on the league does all the damage, the others won't get credit.
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Another way you might view this bug is that despite the game replacing your powers with Deadlock's, you keep your own HP. So a MM without pets would actually have an unfair DISadvantage being the lowest hit point AT.
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If you move the badge window the no-tooltip region doesn't move with it. It stays in the center of the screen. Not entirely convinced its your own character blocking it since it doesn't seem to scale when you zoom in or out and remains there even in first-person view.
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The missing factor here is that maximum Stealth Radius scales by level. For instance I took my main (also a stalker) and exemplared him down to 7 (lowest I could get in Ouro) and despite having Hide at 150ft, my stealth was capped to 88.13ft. That is easily short enough for a sniper to see me.
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The problem here is that it does "auto dump" players out of the mission when the leader calls the contact. However, when the next mission is automatically given to you without having to call the contact, the game instead waits to update the mission until after everyone has exited. I don't really see an obvious way to fix that other than to change the TFs to require a contact call between every mission (that would also require writing contact dialog for all those missions, too).
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I assume that you had the Shield Breaker and Analyze Weakness enhancements put in there months ago? In the Page 4 patch notes from back in August: "All/Radiation Armor/Beta Decay: Removed the ability to slot Accurate ToHit Debuff and Accurate Defense Debuff sets. This power is auto-hit and never should have accepted these IO sets. "
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Wasn't able to test until now, but it does seem to be working.
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Something has changed. Super Speed's stealth no longer stacks with most stealth powers. You'll need to either have the full Stealth power or use the Celerity Stealth proc. The thread that Astralock posted is about a bug where if you do use Celerity and try to stack both Super Speed and Cloaking Device on there, the SS and CD stealths will randomly interfere with each other leaving you briefly with neither.
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Single target melee attacks in this game have a range of 7ft. But the problem wasn't his hit box. Any other melee attack will work if you are standing on the ground next to him. I could hit him just fine with Brawl, but not with my Peacebringer melee attacks.
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I don't really play kheldians all that often, but today I was on a Cathedral of Pain with my Peacebringer. While fighting the Aspect of Rularuu, I noticed I was getting "out of range" errors on Radiant Strike and Incandescent Strike while standing right next to him. The -range of the Hurricane was affecting my melee attacks. Checking City of Data, I notice that both those attacks on Peacebringers and also Gravity Well and Essence Drain, the melee attacks for Warshades, are missing the "Strengths Disallowed: Range" tag that virtually all melee attacks in the game have. I don't recall this happening on my kheldians before, so I wonder if they used to have that tag and somehow lost it recently.
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Sure, but just for the principle of it, shouldn't primary and secondary powers be better than a pool power 😝?
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I have been testing some toons on test server. The only 35ft power I have not been able to verify conflict with Super Speed is Shinobi-Iri. Its possible it does, but since the conflict is really random, I may have not waited long enough. I also wasn't able to verify that Infiltration actually conflicts with Energy Cloak despite them both being 36ft. I have not noticed any conflicts with Mask Presence, Cloaking Device, Stealth, or Superior Invisibility, which wasn't surprising with them all having unique stealth radii.