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Everything posted by Burk
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Market Crash and the Crimson Prototype didn't exist on live. Apparition is basically saying its been that way since it was created.
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Even the Seed of Hamidon is soloable. I have done so on both my namesake stalker and blaster. It's just a long and tedious slog that I only did to be able to say that I did it. The reward was definitely not worth the effort.
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You may also have been to all three locations, but the badge won't award unless you are a hero or vigilante.
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issue 27 Patch Notes for February 9th, 2021
Burk replied to The Curator's topic in Patch Notes Discussion
Based on scanning him with Survelliance, we found that Tyrant is actually completely immune to -regen. -
Yes, Efficiency Expert from Pither is the only badge that you can fail and be locked out on. I recommend running it relatively early just in case you do fail it and need to reroll, but its honestly not too bad. Just be aware that it is possible to abandon missions, so if the clock is running out and you cannot finish in time, abandon it and try again with a fresh new timer. As far as AT, I've badged on a controller, a stalker, a blaster, and a tank, and now I'm starting to badge on a defender. I will say that I think the tank went the smoothest, but that may just be because I had more experience with badging by that point. I think it more comes down to how much you enjoy playing the character, since you will be playing them a lot if you want all the badges.
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I also vote to be able to have them both open at the same time.
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As bizarre that there is a huge male but not a huge female, I feel there's little chance they would add it in. That would require a ton of work, both in creating the model and in making enough costume pieces for it to match the other options.
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I doubt Grant Invis will be made AoE just on the basis that it is a pool power. Also, does Fade even have a stealth component? I don't see that in the ingame details. It looks like it just provides defense, ddr, and resistance.
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From my understanding they don't do the instanced version on Everlasting because of the level 35+ requirement.
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Can we post self-congratulatory milestone screenshots?
Burk replied to EmperorSteele's topic in Badges
Been a while since I've posted here, but figured I'd brag again. I have four badgers since I kept getting the urge to hunt badges. Three are complete, including the new badges. My fourth badger was only upgraded to that status during the summer, so I have yet to get 2 of the Valentines Day badges and 15 Anniversary badges. -
Gun Drone is resisting the Pet IO res aura
Burk replied to Keen's topic in [Open Beta] Bug Report Archive
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. -
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?
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Focused Feedback: Blaster Secondary Revamp
Burk replied to Jimmy's topic in [Open Beta] Focused Feedback
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. -
Weekly Discussion 72: Build Your Own Pool Power
Burk replied to GM Miss's topic in General Discussion
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. -
Weekly Discussion 72: Build Your Own Pool Power
Burk replied to GM Miss's topic in General Discussion
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 -
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.
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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.
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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.
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Damage slotting bug in Dire Wolf - resistance instead of damage
Burk replied to shrikefire's topic in Bug Reports
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. -
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.
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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.
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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.
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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.
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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.