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RubyRed

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Posts posted by RubyRed

  1. 21 minutes ago, Dz131 said:

    There would be a system in place that should allow you to sell them for a high but not stupid price.

    So... the AH? Unless you meant that they should only be sold to vendors, which just seems wasteful. Why make them even more rare than they already are?

    "Stupid" price is entirely relative to the market. If people are buying them for the prices listed, then it's not stupid. Heck, without purples people wouldn't have much to do with the billions of inf they're sitting on.

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  2. Despite being originally released in 2004, the system specs didn't stay static. I think the last time they revised the minimum specs was with Going Rogue's release in 2010. IIRC, the GPU requirements didn't change a whole lot but the CPU requirements did move over time.

     

    That said, the E1505 appears to meet the minimum system requirements, but from my own experiments with older hardware (and the fact that you're using a laptop), I don't expect the results to be great. Probably in the 15-20 FPS range in populated areas like Atlas Park, and something big like an MSR may be out of the question. Playable? Technically. Just be prepared for a less than stellar experience.

  3. I've built a few scrappers that have capped or near-capped defenses/resists so they can tank, it's pretty fun. Dark/dark is probably my fave because of the added tools the sets offer. You're not gonna be quite as good as a real Tanker, especially against some AVs that hit ridiculously hard (like Bobcat) but overall it works. Hardest part is getting group aggro.. taunt auras only get you so far. Not having punchvoke makes things a bit more dicey. I sometimes use Provoke from the pool power but since it has an acc check unlike normal Taunt it can be a bit iffy.

  4. 1 hour ago, Doc_Scorpion said:

    Have you watched 2202 (the reboot of the Comet Empire arc)?  I'm about halfway through, and it's pretty good.  (It's currently available on Funimation.)  2205 is in production and is supposed to adapt the Bolar Wars arc.

    No, I've been slacking. I have the 2202 blu rays sitting right here and haven't cracked them open yet. 😶

    • Like 1
  5. Yamato is such a great franchise... I remember the original fondly (though honestly it can be a bit hard to go back and watch now, it didn't age all that gracefully). 2199 is a very worthy retelling, as it keeps a lot of the sensibilities, style, and core story of the 70s anime while making it feel fresh and relevant for a modern audience. The space battles are really exciting to watch. It's also really easy to get invested in the stories of the individual characters.

     

    I was also surprised to find that the live-action movie that came out in 2010 is really well done too.

    • Like 1
  6. Thanks! The target expression seemed to only be used by the new chain powers so I incorrectly assumed it was limited to that usage. I may dig deeper on some of the more advanced parameters, but I'm not sure if they would add anything that someone just looking for "what does this power do" will find useful. I do that across the board for a lot of parameters that really only the game client/server cares about.

  7. Released BETA 4 this morning, based on Issue 26 Page 5.

     

    • Includes fun new stuff, like Electrical Affinity and Experimentation!
    • Supports the new Chain powers, so it should accurately report jump distance, max targets, etc.
    • Fixed a bunch of small bugs with parsing requirements expressions, which will forever be the bane of my existence. In particular, things that used "minmax" like Scourge shouldn't be horribly broken any more.
    • Summary power data is included inline for pets, power grants, power execute parameters. This should make Incarnate lore pets easier to parse now in particular because before all their data was in the top level Incarnate power category.
      • Keyword "summary" here. Originally I tried it including the full power data like I do for top-level items, but this bloated some of the power sets by like an additional 80%, which started to get unwieldy. Since the point of this data set is to be focused on player powers, I felt this was an acceptable trade off.

    Enjoy!

    • Like 1
  8. I've noticed this happens with a variety of effects in the game, specifically those that "pulse" some effect repeatedly (like Faraday cage). You can see it happen in the Combat Attributes window too. They should have a duration longer than the pulse (such as duration 0.75s but pulses every 0.5s), so they theoretically shouldn't drop, but it looks like they do every so often. I'm not certain if this is just a display issue, or if you can actually get hit by an attack in between pulses and not get the benefit of the buff.

  9. It's been a little while, I've been meaning to get that v1 out the door but i26 p5 dropped sooner than I thought. Also I got sick (hopefully not coronavirus but probably is).

    In good news, I was able to make all the necessary adjustments to parse the new powers.bin file format (a lot of subtle little changes threw me off for a couple days). Now I just need to take a good look at the new chain effect parameters used by Electrical Affinity to make sure the output matches what's seen in-game. Expect one more beta release soon-ish...

     

    EDIT: Oh almost forgot, when I got interrupted by i26 p5, I was in the middle of implementing detailed pet info (powers, etc.) so expect that in the next version.

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  10. 7 hours ago, Pizzamurai said:

    That's true. Can't think it would be -too- hard to add powers to a mob though. It's not like we have thousands of variants of enemies.

    Filling in the data wouldn't be difficult per se, you just need to fill in the appropriate data (each mob has a specific name/costume/exp grant) defined individually from level 1-50. The powers table is shared across all levels and simply notes which levels they should have which powers.

     

    From a game balance and content issue, it would probably feel less than stellar. Low level groups would have pretty lackluster abilities when leveled up, and high level groups (especially 40+ and incarnate) would probably flatten lower level characters. You'd have to go through (again per individual mob not group) and figure out what powers they should have at which levels, which might necessitate creating more appropriate powers since a lot of NPCs don't use player powers. I'm not surprised the original devs chose Ouro as a compromise, as that's a much cleaner way of addressing the issue without introducing what's essentially a huge new amount of content and balancing issues.

     

    I would love it if we could do easy, on-the-fly level scaling without using sidekick/Ouro, that was one of the things I loved about Guild Wars 2... but going through and updating all 7,000 villain defs sounds like it would be a lot of unfun busy work for someone. 😧

  11. BETA 3 is up. I'm pretty happy with this latest data set. Most of this week's work was on the back-end trying to fix up some bugs and make sure the data is consistent. I found a pretty dumb one that messed up all the arc/radius values for AoEs and cones, but it's fixed now.

     

    Outside of the bugs though, I've added a few convenience items like a power-level display_info that mimics some of the info as it's seen in the in-game UI:

     

    Spoiler
    
    {
          "name": "Widow_Training.Widow_Training.Dart_Burst",
          "display_name": "Dart Burst",
          "icon": "https://coh.tips/powers/assets/powers/b9/widowtraining_dartburst.png",
          "display_help": "Dart Burst does light lethal damage to foes in a 30 degree arc cone, then poisons them. The poison does toxic damage over time and reduces their regeneration rate. Damage: Light Recharge: Medium",
          "display_short_help": "Light Cone DMG (Lethal), DoT(Toxic), -Regeneration",
          "display_info": {
            "Effect Area": "Cone — 50 ft. radius 30° arc (10 targets max)",
            "Activation Time": "2s",
            "Endurance Cost": "8.53",
            "Power Type": "Click",
            "Attack Types": "Ranged, Lethal",
            "Recharge Time": "8s",
            "Available Level": "6",
            "Power Range": "50 ft.",
            "Target Type": "Enemies"
          },

     

     

    Also the scaled effects include some of the calculated averages:

     

    Spoiler
    
    "scaled": [
                    {
                      "archetype": "Arachnos Widow",
                      "scaled_effect": {
                        "damage": 6.12
                      },
                      "average": 18.06,
                      "per_activation": 9.03,
                      "per_cast_cycle": 1.81,
                      "display_info": [
                        "6 ticks of 80.00% chance for 6.12 toxic damage over 5s on target"
                      ]
                    }
                  ]

     

     

    I've got to do a final pass on the data to make sure everything jives with the in-game numbers, but I'm hoping not much more will be changing. I'd like to have a true "version 1" out that folks can use by first of April.

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  12. 10 minutes ago, Doc_Scorpion said:


    One of my favorites quotes from the OG days...  We were discussing the same class of lore problems on the forums and somebody said "here's how good our devs are - the game is less than five years old but the in-game universe is as mucked up and contradictory as a comic universe decades old".

    I feel that makes it more authentic, right? 😋

  13. 1 hour ago, HixxyDubz said:

    Hi there, maybe im reading it wrong, but is it possible for this to be "readable" by mids? maybe like a way to import said data into mids? that would be really epic and a massive time saver, love what the community comes up with these days.

    In the most technical sense, yes, but I doubt it'd be useful for Mids.They're using a lot more data than I'm exporting directly and probably already have their own facilities for mapping the raw bin data to what Mids need to use. I haven't really looked at how Mids works and it was not really my intention to support a character builder, though that could technically be possible.

     

    14 minutes ago, Mikewho said:

    Loving all the updates! And still hoping you’ll get to enhancements/sets eventually :D

    Maybe. Powers are complicated enough on their own. But I'll probably have to, because the incarnate data's kind of messed up (incarnate powers behave more like enhancements than powers).

  14. Updated today with many many improvements. Fixed a lot of bugs and worked out the details of a lot more powers. Also I think the structure is getting a bit easier to understand and exposes less of CoH's internals, so you should be able to use it without having to know exactly how to combine certain effects and parameters. I also added a display_info field that mimics to a degree how power effects are described in the in-game UI.

     

    This took a lot of work, so I'm probably going to take a bit of a break before refining further. I've not really been playing the game lately because I've been too busy coding. 😅 I think I'm getting pretty close to an official "1.0" release that should be usable.

     

    Here's an example of a power in the new structure:

    Spoiler
    
        {
          "name": "Controller_Control.Darkness_Control.Dark_Grasp",
          "display_name": "Dark Grasp",
          "icon": "https://coh.tips/powers/assets/powers/5d/darknesscontrol_darkgrasp.png",
          "display_help": "You cause your target's shadow to wholly envelop them, leaving them held and rendered helpless while suffering from moderate negative energy damage. Even if the target is powerful enough to resist the power's hold effect they will have their chance to hit reduced. Damage: Moderate, Recharge: Moderate",
          "display_short_help": "Ranged, Moderate DMG(Negative), Foe Hold, -To Hit",
          "attack_types": [
            "Ranged_Def",
            "Negative_Energy_Def"
          ],
          "enhancements_allowed": [
            "Enhance Hold",
            "Reduce Endurance Cost",
            "Enhance Range",
            "Enhance Recharge Speed",
            "Enhance ToHit DeBuffs",
            "Enhance Damage",
            "Enhance Accuracy"
          ],
          "available_at_level": 1,
          "auto_issue": false,
          "power_type": "Click",
          "accuracy": 1.2,
          "effect_area": {
            "area": "Target",
            "range": 80.0
          },
          "target_type_tags": [
            "Foe"
          ],
          "requires_line_of_sight": true,
          "modes_disallowed": [
            "Disable_All"
          ],
          "activate": {
            "cast_time": 1.67,
            "recharge_time": 8.0,
            "endurance_cost": 8.53
          },
          "effect_groups": [
            {
              "pve_or_pvp": "PVE",
              "visible_in_info_window": true,
              "chance_percent": 100.0,
              "requires": [
                "target>enttype == critter"
              ],
              "effects": [
                {
                  "attributes": [
                    "Held"
                  ],
                  "applies_to": "CurrentModifier",
                  "application_type": "OnTick",
                  "target_type": "Affected",
                  "magnitude": 3.0,
                  "duration": "InSecondsScaled",
                  "flags": [
                    "ResistDuration",
                    "CombatModDuration"
                  ],
                  "scaled": [
                    {
                      "archetype": "Controller",
                      "scaled_effect": {
                        "duration_seconds": 22.35
                      },
                      "display_info": "3.0 magnitude hold for 22.35s on target"
                    }
                  ]
                },
                {
                  "attributes": [
                    "Negative_Energy_Dmg"
                  ],
                  "applies_to": "AbsoluteValue",
                  "application_type": "Immediate",
                  "target_type": "Affected",
                  "duration": "Instant",
                  "flags": [
                    "ResistMagnitude",
                    "CombatModMagnitude"
                  ],
                  "scaled": [
                    {
                      "archetype": "Controller",
                      "scaled_effect": {
                        "damage": 30.59
                      },
                      "display_info": "30.59 negative energy damage on target"
                    }
                  ]
                }
              ]
            },
            {
              "pve_or_pvp": "PVE",
              "visible_in_info_window": true,
              "chance_percent": 20.0,
              "requires": [
                "target>enttype == critter"
              ],
              "effects": [
                {
                  "attributes": [
                    "Held"
                  ],
                  "applies_to": "CurrentModifier",
                  "application_type": "OnTick",
                  "target_type": "Affected",
                  "magnitude": 1.0,
                  "duration": "InSecondsScaled",
                  "flags": [
                    "ResistDuration",
                    "CombatModDuration"
                  ],
                  "scaled": [
                    {
                      "archetype": "Controller",
                      "scaled_effect": {
                        "duration_seconds": 11.17
                      },
                      "display_info": "20.00% chance for 1.0 magnitude hold for 11.17s on target"
                    }
                  ]
                }
              ]
            },
            {
              "pve_or_pvp": "PVP",
              "visible_in_info_window": true,
              "chance_percent": 100.0,
              "requires": [
                "target>enttype == player"
              ],
              "effects": [
                {
                  "attributes": [
                    "Held"
                  ],
                  "applies_to": "CurrentModifier",
                  "application_type": "OnTick",
                  "target_type": "Affected",
                  "magnitude": 4.0,
                  "duration": "InSecondsScaled",
                  "flags": [
                    "ResistDuration",
                    "CombatModDuration"
                  ],
                  "scaled": [
                    {
                      "archetype": "Controller",
                      "scaled_effect": {
                        "duration_seconds": 4.0
                      },
                      "display_info": "4.0 magnitude hold for 4s on target"
                    }
                  ]
                },
                {
                  "attributes": [
                    "Negative_Energy_Dmg"
                  ],
                  "applies_to": "AbsoluteValue",
                  "application_type": "Immediate",
                  "target_type": "Affected",
                  "duration": "Instant",
                  "flags": [
                    "ResistMagnitude",
                    "CombatModMagnitude"
                  ],
                  "scaled": [
                    {
                      "archetype": "Controller",
                      "scaled_effect": {
                        "damage": 96.87
                      },
                      "display_info": "96.87 negative energy damage on target"
                    }
                  ]
                }
              ]
            },
            {
              "pve_or_pvp": "PVE",
              "visible_in_info_window": true,
              "chance_percent": 100.0,
              "requires": [
                "(target>enttype == critter) && (((((target>kImmobilized > 0) || (target>kHeld > 0)) || (target>kSleep > 0)) || (target>kStunned > 0)) || target.HasTag?(IncarnateBoss))"
              ],
              "effects": [
                {
                  "attributes": [
                    "Negative_Energy_Dmg"
                  ],
                  "applies_to": "AbsoluteValue",
                  "application_type": "Immediate",
                  "target_type": "Affected",
                  "duration": "Instant",
                  "flags": [
                    "ResistMagnitude",
                    "CombatModMagnitude"
                  ],
                  "scaled": [
                    {
                      "archetype": "Controller",
                      "scaled_effect": {
                        "damage": 30.59
                      },
                      "display_info": "30.59 negative energy damage on target"
                    }
                  ]
                }
              ]
            },
            {
              "pve_or_pvp": "PVP",
              "visible_in_info_window": true,
              "chance_percent": 100.0,
              "requires": [
                "(target>enttype == player) && ((((target>kImmobilized > 0) || (target>kHeld > 0)) || (target>kSleep > 0)) || (target>kStunned > 0))"
              ],
              "effects": [
                {
                  "attributes": [
                    "Negative_Energy_Dmg"
                  ],
                  "applies_to": "AbsoluteValue",
                  "application_type": "Immediate",
                  "target_type": "Affected",
                  "duration": "Instant",
                  "flags": [
                    "ResistMagnitude",
                    "CombatModMagnitude"
                  ],
                  "scaled": [
                    {
                      "archetype": "Controller",
                      "scaled_effect": {
                        "damage": 48.43
                      },
                      "display_info": "48.43 negative energy damage on target"
                    }
                  ]
                }
              ]
            },
            {
              "visible_in_info_window": true,
              "chance_percent": 100.0,
              "effects": [
                {
                  "attributes": [
                    "ToHit"
                  ],
                  "applies_to": "CurrentValue",
                  "application_type": "OnTick",
                  "tick_chance_percent": 100.0,
                  "target_type": "Affected",
                  "duration": "InSeconds",
                  "duration_seconds": 10.0,
                  "flags": [
                    "ResistMagnitude",
                    "CombatModMagnitude"
                  ],
                  "scaled": [
                    {
                      "archetype": "Controller",
                      "scaled_effect": {
                        "percent": -7.5
                      },
                      "display_info": "-7.50% to hit for 10s on target"
                    }
                  ]
                }
              ]
            }
          ]
        },

     

     

    • Like 3
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  15. 38 minutes ago, WanderingAries said:

    Due to lack of understanding of the game...

     

    Are these databases that house the data for powers and such only stored server side?

     

    Depends on what you're referring to. If you're talking about the powers in general, then no there's a copy of that data in the client files.

    If you're talking about the powers that you chose for your character, then yes those are only server-side.

  16. 1 hour ago, Progor said:

    There's also some additional files that I don't think any of the projects have parsed yet.  One is boostsets.bin.  I may try to reverse engineer that one myself based on ourodev code, but I don't have access to homecoming code, so I'm at a disadvantage.  I'm not sure what information it will or won't provide.

    boostsets doesn't look all that complicated, comparatively speaking. Looks like it contains the sets linked to the boosts that are in them as well as the set bonuses.

    • Like 1
  17. 11 hours ago, Bopper said:

    With this ability to extract data from client-side files, will there be an opportunity to recreate the City of Data website?

    From what I understand of City of Data, I think it's basically just a dump of what's in the bins in a nice easy to read format. It would definitely be possible to remake it in some format, obviously that would go faster if someone is around that still owns the source code.

    EDIT: In fact I just realized that's kind of what Sif is already starting, you may be interested in their tool: https://indexobscurum.com/index/hc/

    • Thanks 1
  18. Not at the moment. I specifically skipped over enhancements and sets because I was focused on powers. But they're mostly in the same place. I might make a separate enhancements data set at some point.

    I haven't touched the AT limits yet either. I've seen where they're at, and I'll probably add them to the AT data set in the future, but I'm still focused on getting the power effects accurate, they're kind of a mess at the moment.

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