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Burk

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Everything posted by Burk

  1. Is this just an issue with Gun Drone? I looks like the Expedient Reinforcement buff doesn't have the unresistable flag that it should have. Edit Copied my demon/sonic mm over to test. Looks like the resistance aura is working correcting on my Demon Prince, so I guess it is Gun Drone specific and not just a missing flag.
  2. For the Praetoria and Dark Astoria defeat badges, bosses are worth 5 and minions 1, but lieutenants are worth 2. I've even confirmed this to be the case on test by getting 2 points toward Exorcist by defeating a Behemoth Overlord in Dark Astoria. Is it going to be different for these new badges, and if so, why?
  3. Tactical Arrow already has knockback protection in Gymnastics. This is just saying the new Gymnastics will keep it even though it loses its immobilize protection.
  4. I don't know if homecoming changed it, just going off of Mids. But I do know the Defender Electricity Mastery was in the game back in Issue 4 because that's what I used on my Empath/Electric Defender. Mids shows a Flame Mastery for Defender/Corruptor, and I actually see all 5 Controller ones on the wiki.
  5. Controllers, Defenders, and Corruptors already have 5 ancillary pools, and Sentinels actually have 6. Defenders and Corruptors actually have Electricity Mastery with Electric Fence Thunder Strike Charged Armor Shocking Bolt Power Sink
  6. I don't know how you normally play, but I find Vengeance most useful in league situations, like hami raids or itrials. Unfortunately the teammate modifier specifically only targets people on your team while you can use Vengeance on any dead person in your league. I use "targetcustomnear defeated friend notmypet" which will target leaguemates, but will also target other people's dead pets too. I don't know if there is a better alternative. It would be great if they could add leaguemate and notleaguemate modifiers.
  7. Are you including hunts as missions? On Terra Volta 1 and Treespec 1/2/3 it looks like you are, since all four have 1 hunt and 2 door missions. On the other hand, Terra Volta 3 has a hunt and a "visit three locations" in addition to its 3 door missions, so shouldn't that be 5 missions? Similarly, the Eden and Sewer trials are listed with one mission but start with a hunt before their door mission, while Numina is listed with 23 missions making it look really long if you don't remember that would include all the parts of the worldwide hunt. Also, Mortimer Kal is 4 door missions, not just 2. Sorry, just being nitpicky. Its nice to see all the info laid out like this.
  8. Whether the power is enhanced really won't matter. The mission forces you to have capped recharge and damage. The real damage dealer anyway is the damage proc that the mission gives you. Overall, the only thing I can suggest is try to pull all the AVs in the mission. There are 15, though the Crystal Titan and Ruladak won't move. I like to group up the AVs by the Crystal Titan, using the doorway to force the more ranged-focused AVs to melee so that I can hit 14 fairly reliably with something like judgement.
  9. This is actually just a bug with the UI, the pet actually does get the full damage enhancement. I've directly tested the damage those pets do on both my beast/kin and my demon/sonic.
  10. Even in the clamp cases, fToHit is just being set to 0.05 or 0.95. The value of fDefenseRel is not relevant to the final value of fToHit there. The CLAMP, as I suspected and you seem to verify, is only modifying the value of fDefenseRel using the value of fToHit. I'm wondering why they are bothering at that point to change a value that is not returned by the function. Of course it could be leftover code from some change they made and was actually useful previously.
  11. One thing that does have me confused is that it doesn't seem to use fDefenseRel to modify fToHit after this point. What exactly does CLAMP do and is it saving fDefenseRel's value with the "*out_fDefense=CLAMP(...)" statement for some reason? Otherwise, what's the point of changing its value, because it looks like fToHit is the only thing returned by the CalcToHit function at the end.
  12. By my understanding, the basic formula is supposed to be something like Chance to hit = Accuracy * (ToHit - Defense) So Defense should be multiplied by Accuracy somehow. But I'm not sure exactly what is being done in that code. Edit: Dang it Veracor! Now you have me looking through the source code too! Curiosity killed Burk's time along with the cat.
  13. I don't have as much data as robokitty. I broke it down into hit rolls by the player to an enemy and hit rolls by enemies to the player. It looks like the enemies do have a higher chance for higher numbers, but the jump in the 95-99 range is only for the players.
  14. Are you trying to get them from the "Psychic Clockwork" in the 40-50s? Those won't count. If you are fighting the regular level 1-20 Clockwork, I don't know what's wrong.
  15. I've seen talking enemies do this with pets that they are aggroed to, but I don't think I've seen that happen in captions before.
  16. Tyrant is supposed to become untargettable and transform into his regular sized version at 10% health. If your league does enough damage that you take him all the way to 0 health before the untargettable status takes effect, he's dead and can't transform. Just try not to kill him too fast next time.
  17. Interesting that the control set that is balanced around doing more damage is also the set with the fewest damage powers (only two with Plant having three and all others having at least four) and the only control set that has zero AoE powers that do any damage. Spectral Wounds may seem powerful, but keep in mind if you factor in its heal-back, it does exactly the same base damage as the single target immobilize (or sleep in the case of mind) that exists in every other control set. The only way it does more damage than them is just in the oddity of the heal-back not being affected by enhancements. But even then at the ED-cap on enhancement Spectral Wounds only manages to tie the extra powers of Lift from Gravity and Levitate from Mind, except Spectral Wounds also doesn't get the full benefit of containment, so it actually loses to both of those. That's not even mentioning that Spectral Wounds has no secondary effect unlike all the rest. Of course, you could say that Illusion does good damage thanks to Phantom Army, but you're the one claiming that the set shouldn't rely on having it up all the time.
  18. Was going to say its the dogs that most people would care about. The worst part of my beast/kin is people complaining about piles of dead dogs whenever I zone.
  19. At least we've identified where the problem is. And it makes sense that Radial and Core T4s share the issue if they both reference the same auto power.
  20. I'm not seeing how you think Core works. Testing on my mastermind who has Support Core T4, I got the following: This was from using Tame Beasts on my pets in both cases. The endurance discount also doesn't show in combat attributes. I only have discounts from enhancement set bonuses.
  21. Support Hybrid is supposed to give a passive endurance discount, up to 10% at tier 4. I decided to test it out using my ill/rad controller using EM Pulse's crash to get accurate numbers on how much endurance was used. The in-game numbers on EM Pulse for me lists an endurance cost of 14.88 with and without support equipped. Using EM Pulse on the RWZ dummies with Assault Hybrid equipped and no toggles running reduced my endurance from my max of 110 to 95.12, exactly the 14.88 endurance cost expected. Using EM Pulse again with a tier 4 Support Hybrid (which again is supposed to give a 10% discount) resulted in exactly the same result of 95.12 endurance. So, in conclusion, Support Hybrid does not seem to give any auto endurance discount.
  22. What set a bonus comes from doesn't matter, only the numbers. This means you can have 5 recharge bonues of 10%, 5 of 8.75%, 5 of 7.5%, etc. Do note that the luck of the gambler special enhancement is not a set bonus, so while you can have only 5 of them, they do not clash with the other 7.5% recharge set bonuses. I don't know why Mids is giving you a different amount. Given that the difference between expected and actual is 8.75%, that looks like you're not getting credit for the 6-slotted preventative medicine in kuji-in sha. The only other bonuses you have are 5%s and a 10%, so those don't look like they could be the problem.
  23. All snipes are missing info.
  24. Burk

    Hive Crash

    I can verify this happening.
  25. I can verify this happening.
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