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Leandro

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Posts posted by Leandro

  1. The Ouroboros TFs are now normal story arcs, the change was made in order to turn it into a single co-op zone instead of having a hero ouro and a villain ouro. If you outleveled the arcs you can start them from the pillar like any other arc, it should be functionally identical as they used to be in TF mode.

  2. GENERAL

     

    This post lists all the changes relative to the version of the game running on the five main Homecoming shards, therefore there's some repetition for the benefit of those just joining the beta.

     

    POWERS

     

    ToHit is no longer required to achieve fast-snipe. Now, combat status determines if snipes are fast or slow, and ToHit buffs increase how much damage fast-snipe inflicts.

     

    The snipe will be fast if you have attacked or been attacked in the last 8 seconds; this is the same time as Stalker's Hide.

     

    -------------------------------------------------------------------------

     

    All non-epic snipes (dominators included)

     

    12 second recharge and 14.352 end cost.

    Base 2.28 scale damage in their "quick" form, down from 2.76 scale.

    Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.76 scale damage with +22% ToHit buff.

    Slow form will do 4.5 scale damage.

     

    Epic Snipes:

    Will now have a base 1.75 scale damage in their quick form.

    Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.3 scale damage with +22% ToHit buff.

    Slow form will do 3.56 scale damage

    Slow form crits will do 3.56 + 1.78 scale damage.

    Scrappers should now properly crit 10% of the time, instead of using Stalker requirements.

     

    -------------------------------------------------------------------------

     

    Note that PvP scale is based only around the PvP damage formula. ToHit buffs and debuffs do not change quick snipe damage in PvP.

     

    -------------------------------------------------------------------------

     

    Misc

    Mu Mastery Epic Pool: Zap now uses Melee Damage Modifiers

    All versions of Beam Rifle's Penetrating Ray now has a 55% chance of spreading disintegration.

    All versions of Beam Rifle's Lancer Shot now has a 100% chance of spreading disintegration.

    Fixed a bug in the no-redraw version of fast-Archery's Snipe.

    Psionic Lance's quick FX was completely broken and out of sync. FX has been resync but this required a slightly slower animation (1.33 seconds.)

    The following fast snipe animations have been synced with their FX, no cast time changes: Moonbeam, Zapp, Sniper Blast, Proton Volley (they all remain at their original 1.33 second duration.)

    Beam Rifle > Disintegration > Should [hopefully] never linger after the target dies.

     

    -------------------------------------------------------------------------

     

    Blaster Devices:

    Changed Web Grenade to Toxic Web Grenade, now deals scale 1 toxic DoT and can be slotted for damage

    Taser recharge reduced from 20 to 10 seconds, duration reduced from scale 10 to scale 5, damage increased from 0.25 to 1.96 (same damage as Energy Punch)

    Time Bomb animation is now 2.77 seconds, interrupt time removed, countdown reduced to 5 seconds, defiance values reduced to match (this only applies to this set, not to the Traps support set versions.)

    Targeting Drone now also adds a 30% recharge buff.

     

    -------------------------------------------------------------------------

     

    Pool > Leaping > Spring Attack: now does Containment damage when used by Controllers.

    Pool > Sorcery > Enflame: Should now do damage for Sentinels

    Kheldians > Inherent: Should now see Sentinels the same way they see Blasters and Scrappers, for the purpose of their inherent powers.

    Controller > Ice Control > Flash Freeze: should be properly flagged as a Targetted AoE, not a Point Blank AoE.

    Stalker > Savage Melee > Shred: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stacks instead. All other AT versions of the power had the correct text for Shred.

    Dominator > Feral Charge: Fixed a bug where sometimes it would do no damage if executed from maximum distance.

    Domintoar >Savage Assault > Unkindness: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stack, and it's DoT becomes stronger the more Blood Frenzy the caster has. This bonus to Unkindness makes up for the set's lack of Savage Leap and Hemorrage.

    Sentinel > Ice Blast > Chilling_Ray: Should now accept Slow enhancements.

    Sentinel > Regeneration > Dismiss Pain: Increased amount of MaxHP granted to 24% from 6%, should had not been that low to begin with.

    Sentinel > Energy Aura > Power Armor: Now has a +MaxHP component as described in the power info. Power is now a passive and costs no endurance.

     

    Note: a very early version of Savage Assault's Shred did have an RNG 20% chance per stack to recharge itself. This was universally hated in practice, as it always ate all blood frenzy even if the recharge did not trigger. In addition, feedback also stated there were not enough frenzy builders and too many frenzy consumers. This led to it being to Shred (and Unkindness, that is technically a spiritual ranged cone version) to become Blood Frenzy builders instead.

     

    INVENTIONS

     

    New PVP IO Set "Experienced Marksman"; includes proc that will always turn your Snipes into the fast version.

     

    Adjusted Targeting has new art by Flashtoo.

  3. GENERAL

     

    Added over 200 items to the base editor, under the "Nature" and "Vehicles" tabs.

     

    The 40 Reward Merits from Morality Missions will now award after you make your choice to switch or not, if you are given a choice. If you select "Choose Nothing", you will not get the 40 Reward Merits. Your alignment points will not reset in this case, so you can run another Morality Mission immediately to claim the Reward Merits.

     

    The Death from Below scaling XP booster will now stack with XP boosters from P2W.

     

    Sudden Acceleration: the Crafted (not Attuned) version of this IO set had its set bonuses active when below the exemplar level, like purple sets, but it isn't a purple set. So it no longer does that.

     

    Fixed a client crash when moving towards the exit of Brickstown under certain graphic settings.

     

    Turned Null the Gull into a Merit Rewards dispenser. Rolled back because Jimmy didn't find it funny.

  4. I've noticed many powers have those little green expansion sections in their details, but those again sometimes are empty in themselves - is it just that redirecting doesn't actually work with the engine thus all those empty "click to expand" parts?

     

    Correct.

  5. Having to hard of a time figuring out how to get the set IOs for my character with the various commands required.  Got recipes from the merit vendor, but now have to figure out how to get salvage to craft.    I would suggest you add all set enhancements to the merit vendor.  You already have ATO, Events IOs, and SOs, so it should be doable to add all the set IOs.

     

    "Doable" yes, but definitely would require a lot of time better spent elsewhere. The auction house should be seeded with all salvage and you have infinite inf.

  6. The Paragon Studios dev' team left snipe in 'pitch perfect' shape.

     

    This is absolutely not true. The Paragon Studios dev team "left" snipe in Issue 23. Issue 24 was in beta, and there are clear indications in the code and data that the snipes were not going to be "left" in the state they are currently in, had the studio not been shut down. For example, the sequencers data contains half-finished moves called "QUICK SniperBlast" (Q_SniperBlast, Q_SniperBlast2, A_Q_Sniperblast and A_Q_SniperBlast2) for the real animations to be used in Quick Snipe, rather than the unfinished hack that exists in Issue 24 Beta with the blast firing on frame 0 and having broken FX and bad synchronization for multiple powers.

     

    The current animation tweaks are more in line with what would probably have hit the Live servers when Issue 24 was finished, so I am pretty sure the animation tweaks are going live regardless of what happens to any other changes.

     

    When it comes to snipes, I am treating this Beta as a direct continuation of Issue 24 Beta. They were definitely not finished.

  7. This is a reference to take into account when you suggest new powersets or changes to existing ones. While these formulas can be broken with enough justification, they should definitely be followed as a starting point in order to make sure your power "feels right" when compared to other powers in COH.

     

    Note: I am not a powers developer and I have no idea what most of these numbers mean in a practical sense, I am just posting them by request.

     

    Standard Damage Formula

    (0.2*(0.8*Recharge+1.8)) / (Standard Area Factor)

    • Standard Area Factor will equal 1 on single target attacks (i.e., Radius and Arc are 0)

     

    Standard Area Factor

    Spheres: (1+(Radius*0.15))

    Cones: ((1+(Radius*0.15))-(((Radius/6)*0.011)/5)*(360-Arc))

     

    Standard Attack Endurance Cost

    (Standard Damage Formula)*EndConstraint*ATConstraint*10

     

    EndConstraint = 0.65

     

    ATConstraint =

    0.8 for most ATs primary and secondary power pools,

    1.0 for Master Mind primary and secondary, and all other non-primary/secondary pools.

     

    PvP Damage Formula

    ((CastTime+InterruptTime)*0.7+Recharge*0.04+0.4)/AreaFactor

     

    PvP Damage Modifiers

     

    AT Melee Ranged
    Tank 1.04 0.83
    Scrapper 1.32 0.75*
    Blaster 1.26 1.82
    Defender 0.88 1.33
    Controller 0.95 1.21
    Brute 1.04 0.89*
    Stalker 1.04 0.80*
    Corruptor 1.04 1.33
    Dominator 1.51 1.75
    Mastermind 0.85 1.09
    Kheldian 1.05 1.26
    Soldier 1.04 1.33
    Sentinel 1.22 1.37

     

    *Keep in mind Epic Attacks for Melee ATs tend to always use Melee damage modifiers, but pool powers like Sorcery's Arcane Bolt always use ranged modifiers.

     

    • Like 1
  8. 1) You can play whatever you like, that's why it has all the cheaty commands enabled. But it would be nice to get feedback on the changes that are being proposed, based on actual playtesting.

     

    2) That's tricky, there's no real good resource right now. City of Data is dead and ParagonWiki is outdated. The powers that don't have detailed info are the ones that use a "power redirect" to behave differently under some conditions, among others.

     

    3) Forums! Definitely post on the forums.

     

    4) Just the combat log chat, if a problem is obvious it should be easy to reproduce by anyone.

  9. I rolled up an archery/devices blaster.  I don't have one leveled up on live currently, but I did back in the old days.  Leveled this one up to 25, loaded up with SOs, and hit Talos Island for some street sweeping and a Tip mission.  It felt off not getting the insta-snipe instantly upon clicking Aim, which is what I do on live when I want to snipe, whether from a distance or up close.  Logged out with a feeling of vague discontent.  Which I'm sure is very helpful feedback. 

     

    Next, I recreated my highest level live character, a level 32 electric/martial blaster, and tried playing him.  Same deal -- some street sweeping, then a Tip mission.  Totally subjective and unscientific impressions:  Ugh.  This just feels off, somehow.  Feels like Aim is pointless.

     

    In one hand, this is easily solvable by making Aim and Build Up trigger the "in combat" flag.

     

    On the other, if you use Aim+BU with a slow snipe it really should hit like a truck. While the Aim text says it "slightly" increases damage, it actually increases damage by +62.5%, which is definitely not "slightly".

     

    Question is, do you ever use the slow snipe? If not, try the Fast Snipe proc in there and see how that "feels". And remember that Aim is not just ToHit.

  10. THIS IS WHY WE BETA

     

    Another day, another patch! Feedback has been passed along, and the most agreed-upon bits have been implemented in this patch. Other ideas are being considered, but were not ready yet. Keep the feedback coming, and remember that this is a beta. The whole point is to gather feedback, and more importantly, feedback based on testing. A lot of the loudest complaints yesterday came from accounts that didn't log in to Justin at all; gut feelings are nowhere near as valuable as playtesting fedback.

     

    Several changes to Devices are implemented on this patch; they were not planned to be tested this soon, as they were part of a different branch, but since there is a general concern is that Devices is getting the short end of the stick with the Snipe changes, they're being merged now.

     

    Patron power pools are now unlocked at character creation.

     

    INVENTIONS

     

    Thanks to Banana Man and Dan Petro, the new set Experienced Marksman is getting modified significantly.

     

    Old version, five-slotted: 47.7% accuracy, 116.6% damage, 47.7% endredux, 25.6% range and 42.4% recharge.

    New version, five-slotted: 47.7% accuracy, 92.8% damage, 42.4% endredux, 12.8% range, 66.3% recharge and 51% interrupt time.

     

    The Fast Snipe enhancement now has a Range component; this means that if you six-slot the set, the 51% interrupt time becomes meaningless, but the Range is boosted to 25.6%.

     

    The set bonuses have also been changed a bit. The +Health and +Accuracy bonuses have been bumped a tier, and the last two PVP bonuses (recharge and recovery) have been switched around.

     

    POWERS

     

    All snipes, regardless speed, will again have maximum range. This means 150ft feet for most snipes, 175ft for Psionic snipes.

     

    The "engaged" flag that drives fast snipe now requires 10 seconds without attacking or being attacked, down from 15 seconds.

     

    Blaster Devices:

     

    Changed Web Grenade to Toxic Web Grenade, now deals scale 1 toxic DoT and can be slotted for damage

     

    Taser recharge reduced from 20 to 10 seconds, duration reduced from scale 10 to scale 5, damage increased from 0.25 to 1.96 (same damage as Energy Punch)

     

    Time Bomb animation is now 2.77 seconds, interrupt time removed, countdown reduced to 5 seconds, defiance values reduced to match (this only applies to this set, not to the Traps support set versions.)

     

    Targeting Drone now also adds a 30% recharge buff.

     

    • Like 1
  11. I think people have some misconceptions on the relevance or implications this IO set and mechanic have on PvP.

     

    [...]

     

    No one in their right mind will be slotting anything in this set other than the proc, here’s why.

     

    1. The set has no interrupt reduction. While the damage modifier increase shouldn’t matter in PvP because of the PvP damage formula, slow sniping in PvP is/was a thing, and requires the slotting of interrupt

     

    [...]

     

    2. The set bonuses are pretty bad. The range bonus is smaller than other PvP IO range bonuses for the same number of slots, the accuracy bonus is smaller than the one from Adjusted Targeting, the HP bonus is negligible, and perhaps most importantly, the recharge bonus is not achievable without slotting the entire set, and slotting the whole set would be a terrible build choice.

     

    I cannot comment on the Snipe changes because they're not my thing, but I did make the IO set, so that one's on me. An interesting point is that during the closed beta, PVPers were all about the fast snipe, but in the open beta here, PVPers are all about the slow snipe. Either different meta or different tastes, interesting either way.

     

    The set started explicitly just for the "Fast Snipe" IO, with the other pieces having no interrupt reduction because they would be completely wasted if you slotted the Fast Snipe enhancement. This was actually the exact same complaint I got for Sudden Acceleration, where most of the enhancements add +Knockback just for the KB2KD to take it all away. Slotting it and not the proc will leave you with the power's default interrupt time, which is indeed terrible. But adding interrupt time would take enhancement values out of other aspects, which leaves to the problem that Sudden Acceleration has, where only the KB2KD proc is slotted because the other pieces are in direct conflict with it.

     

    The range bonus is 5% specifically because it was requested to be anything other than 7.5% because "that's so easy to get already" . The rest of the PVP bonuses were honestly picked to fit the "pair" with the PVE one, health/regen, damage/accuracy, endurance/recovery with the last one going for Recharge as that's where most of the other PVP sets put it. They are not set in stone; this is a beta.

     

    The accuracy bonus is 7% in every other PVP IO set, which were taken as a template. However since this particular set is getting a lower range tier, giving it a higher accuracy tier would be a fine tradeoff.

     

    The health bonus is in line with Gladiator's Strike at 3 slots, but now I see Gladiator's Javelin has 1.88% also in the third slot, so that's an easy tweak.

     

    The recharge bonus is on the sixth slot in nearly all of the PVP sets, the exceptions being Gladiator's Net and Panacea which aren't damage sets. But swapping it to the fifth slot would not be a big deal. Gladiator's Net also has 3% Recovery as a sixth slot bonus so that seems in-line.

     

  12. So I was checking out the beta and checking out all the new furniture and pieces added to the base editor. I noticed you guys added the round bridge hubs from Founders' Falls and St. Martials, but not the actual bridges from Founders' Falls.

     

    Any reason for that

     

    Whenever you see a bunch of items on a "theme" being added but some are conspicuously missing, there are three likely explanations:

     

    - Too many backfacing polygons making the piece a mess of holes when placed.

    - Position/Rotation anchor points aren't in a logical place, for example you try to place a door and it appears 200 feet away.

    - It has some extra properties with special uses in maps that break in the base editor, for example door entities or volume triggers.

     

    Which one was true of that particular piece, I don't know.

  13. Quoting someone else for the 'why':

     

    Because the existing system limits fast snipe to certain builds, and gives some builds perma snipe while others never see it at all. The current system demands taking certain powersets or power pools to leverage fast snipe, and requires most builds to use at least one IO.

     

    The new system gives every build with a snipe the ability to use it quickly.

     

    Fast snipe was created by the Paragon devs specifically to improve on the situation that basically all ranged damage sets except Ice and Fire are bad at single-target DPS compared to even fairly modest melee attack sets, because they cannot chain good DPA powers. So sets with snipes got a really good DPA power out of their snipe. (Improvements for sets with no snipe were planned - see Ice Blast.) Making that available only to very narrow or high-end build specs isn't a very effective improvement.

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