Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
733 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Ridiculous Girl
-
Spines Longbow Wardens make terrible prison guards
Ridiculous Girl replied to ZorkNemesis's topic in Bug Reports
just ran this myself and i could not finish because i could not find polar shift after clearing the map. with GM intrevention, apparently polar shift was killed, probably by the spines boss that i found in one of the back rooms. the GM force-completed the mission. yet another case of hostages getting offed by AOE damage when they should not be... 😕 -
the halloween EBs are by far the best for incarnate XP. their base XP is higher than normal EBs already and their incarnate XP is even higher. so if you can wait another month, that's the season to level up your incarnates. 🙂
-
map: Mission: Abandoned_Tech_45_Layout_04_01 Position: [10.2 0.0 142.8] mission: gold plated monocle, vigilante alignment mission as a rogue in PI found the first witch just off the stairs near entrance. i had to find her sister, clear most in the way to the end of the map, could not find the second witch. went all the way back to the entrance, still nothing. until i switched off mystic flight, which only has BoZ +4 KB prot, and then the guards and witch spawned in same place as the first. last witch was easily found at the end of the mission
-
i just completed the agent watkins arc for the first time, got this reward message. "[20:59] You received 20 units of Reward Merit. [20:59] You received 20 reward merits." i am not at all sure if i recieved 20 or 40 merits. though 20 merits is what the wiki says is the normal reward. just odd that it says it twice, in two different ways.
-
were you or anyone on your team doing part of this as a ouro flashback? OOPS need more coffee 😁 maybe someone missed a mission? according to the wiki... "NOTE: This badge is not available as part of the Flashback system; however, you can earn credit towards it by doing missions with another character who has Pither as a contact, so it is not permanently missable."
-
I was running Eagle Eye's arc with my lvl 16 pyro/marine troller +1/0 settings, on the last mission i noticed that when confronting veles after i defeated the second grave knight, he summoned a second spirit while the first was still active and attacking. veles was a lvl 17 EB, and had access to a soul extraction power, which according to city of data seems to be exclusive to him. soul extractions for a necro MM only last 30 seconds, with a recharge of 150 seconds. but oddly enough they have a self-destruct after 300 seconds. the soul extraction power for veles is very similar to the MM version, though the description says they are "short lived", they do not have that 30 sec duration like the MM version, only a self destruct after 300 seconds. the other major difference is that the MM version says if another soul extraction, while another exists, is summoned it will replace the old.
-
macros have problems with the $$ part... copying the macro creation string will likely fail, almost everytime in my case. it will drop the $$ and whatever follows. sometimes it will insert a double space, which you cannot see if you are editting, unless you mouseover the macro button and let it show you the NTSB(whateveritis) invisible string. the best means of getting past this is creating the macro button first with a minimal text first, then going in and editing and pasting the marco directly. if you are saying that the macro string changes after it has been used several times, after working correctly, can you replicate it and post screen shots of the before and after macro texts?
-
i was running Twinshot's second arc, second to last mission, when i noticed that hostage twinshot was taking damage. she was taking damage from the praetorian mender's AOE. it was not very much, but it added up. so in the name of science, and all of that, i let her die. 😈 after the post death ragdoll physics twisting body horror, twinshot disappeared. normally after defeating the enemies, you are supposed to talk to her to complete the mission. but since she was DEAD!, this was impossible. unable to complete the mission normally, i had to be rescued by a GM and forcing a mission complete to my eternal gratitude. 😄 i doubt this will be fixed, since it would be rare outcome, unless done deliberately. 😎 but it is another case of NPC hostage dying due to mob AOE splatter damage. oh no! oops! oh god no, why is she twisting around like that???? hmmmm...
-
Spirit Tree still being repelled by exploding objects
Ridiculous Girl replied to Ridiculous Girl's topic in Bug Reports
i can confirm that the controller spirit tree has the same problem. i can also confirm what @Burkmentioned, the tree will not get repelled if the altar explodes before 10 seconds expires after summoning. -
i was running Dr Graves 2nd arc, first mission "Survive Zephyr's Insidous Plan", on my plant/thorn dom, when one of the objective altars exploded, sending the spirit tree that i had planted near it flying. or more precisely, the explosion sent the pseudo-pet flying, while leaving the plant GRFX in place. the pseudo-pet was only stopped in close proximity because of the limits of the cave walls. no telling how far it would have displaced in open space. apparently exploding objects with a repel are +15 mag. i'll quote @Burk below...
-
[OPEN BETA] Patch Notes for July 6th, 2025
Ridiculous Girl replied to The Curator's topic in [Open Beta] Patch Notes
ok, i'll file a regular bug report 🙂 -
random NPC chatter in cap au diable, but the text string is cut off probably because of the character's name length. 🙂
-
[OPEN BETA] Patch Notes for July 6th, 2025
Ridiculous Girl replied to The Curator's topic in [Open Beta] Patch Notes
apparently this can still happen... exploding altars in dr grave's second arc with zephyr "Survive Zephyr's Insidous Plan". i think there is a +15 repel when exploding. -
the ones that i am concerned about are not the ones that are "chance to" but the ones that should be "on", like Miracle +recovery. usually they are in health, for example, which as an auto power, the +rec is always on. but it they are in a click power they should be automatically on for 120 seconds. in this case, they are in a toggle, which if WAI they should be active while the toggle is active. they are not, they are acting like they are in a click power.
-
Most of the time, the category of enhancements categorised as Proc120 typically work by... 1) Automatically activating continuously while slotted into an auto power. 2) Are active for 120 seconds after a "click" power is activated. 3) Are continuously active in a toggled toggle power unless it is detoggled and then the proc deactivates immediately. But... But! There are several toggle powers that will only activate the proc because that power has an auto-hit or a to-hit check, that is to say "hit" an enemy first and then activating the proc for only 120s acting like it is in a click power, or until it is detoggled. Proc120s affected: Kismet +Acc, Regenerative Tissue +regen, Miracle +rec, Numina +rec/+regen, Impervious Skin +status res/+regen. Armor Sets: Impose presence (Psionic armor) : Kismet +acc (loses proc immediately after detoggle or after 120 seconds has expired) (Tanks and Brutes affected, tested with a Tank) (to-hit for -rech) Rise to the challenge (Willpower armor) : Regenerative tissue +regen, Miracle +rec, Numina +rec/+regen (loses proc immediately after detoggle or after 120 seconds has expired) (Tanks, Brutes, and Scrappers affected, tested with a Brute) (for -to-hit) Invincibility (Invulnerability armor) : Kismet +acc (loses proc immediately after detoggle or after 120 seconds has expired) (Tanks, Brutes, and Scrappers affected, tested with a Tank) (to-hit for taunt) Evolving Armor (Bio armor) : Impervious skin +resist mez/+regen (loses proc immediately after detoggle or after 120 seconds has expired) (Tanks, Brutes, and Scrappers affected, tested with a Brute) (to-hit for taunt) There is an exception to this in armor sets: Integration (Regeneration armor) : Regenerative tissue +regen, Miracle +rec, Numina +rec/+regen (WAI, proc activates when toggled, loses proc immediately after detoggle, otherwise active continously) (tested with a Tank) (to-hit for taunt) Blaster secondary Sets: Cauterizing Aura (Fire manipulation) : Regenerative tissue +regen, Miracle +rec, Numina +rec/+regen (loses proc immediately after detoggle or after 120 seconds has expired, **with exception of the Miracle +rec which remains "on" even after detoggling**(oops i had put the enc in the wrong place)) (to-hit for fire DoT) Mud Bath (Earth manipulation) : Regenerative tissue +regen, Miracle +rec, Numina +rec/+regen (loses procs immediately after detoggle or after 120 seconds has expired) (auto-hit for -SPD) Frigid Protection (Ice manipulation) : Regenerative tissue +regen, Miracle +rec, Numina +rec/+regen (loses proc immediately after detoggle or after 120 seconds has expired) (auto-hit for -SPD, -rech, -DMG) Conclusion: All of these powers are PBAOE/AOEs and have auto-hit/to-hit elements. Other powers that use the same Proc120 enhancements in toggles, but have no auto-hit/to-hit element, function correctly, that is to say operating continuously until detoggled. TL;DR: Proc120s not behaving in toggles with an auto-hit/to-hit 😄
-
objective merged with room object, still acessible sorry i forgot to get the exact position but close enough in same room... Mission: SL5_SI_DARRIN_WADE_STORARC_MISSION5 Position: [44.2 32.8 -267.0]
-
Something Funky with 120s procs (Numina)(Kismet)...
Ridiculous Girl replied to brass_eagle's topic in Bug Reports
there is another older bug report with mud baths and the same thing, they only activate in the presence of an enemy. -
Several toggle heals in blaster secondaries do not work correctly when toggled on with the Numina (Rec/regen) and Miracle (Rec) procs: Cauterizing aura (X/Fire blaster) Mud bath (X/Earth blaster) Frigid protection (X/Ice blaster) When toggled on, the heal powers function normally but without adding the proc bonuses to their respective combat attribute category. Other, similar, secondary heal/absorb toggles are functioning properly: Metabolic acceleration (X/Atomic manipulation blaster) Field operative (X/Devices blaster) Reaction time (X/MA blaster) Wild fortress (X/Plant blaster) Sound barrier (X/Sonic blaster) Eagle eye (X/TA blaster) Temporal healing (X/Temporal blaster) NOTE: Rise to the challenge (X/Willpower brute), a Brute secondary is not functioning correctly either, which means I'll have to test those out too, later. this report is building off of the report by @brass_eagle
-
the day i discovered arcane bolt for controllers. arcane bolt does double damage on containment, and can proc from any power used for triple damage and instant recharge. you can get arcane bolt at level 4, suddenly making low level solo controllers very effective with a powerfu single-target attack. i even keep it on my level 50 trollers. 😄
-
Something Funky with 120s procs (Numina)(Kismet)...
Ridiculous Girl replied to brass_eagle's topic in Bug Reports
wiki has been updated :) -
Something Funky with 120s procs (Numina)(Kismet)...
Ridiculous Girl replied to brass_eagle's topic in Bug Reports
yeah, i was able to duplicate this too. with dual pistols and fire primaries. what you need to do is submit a new bug report specifically for cauterizing aura, particularily that neither the miracle nor the numina procs work correctly there. funny thing is that i tried miracle proc in another toggle and it persisted after detoggling, which it should not. (oops no) but that is an entirely different thing (but there is another thing related) and i may go and report on that, after i test a few more things. 🙂 -
Something Funky with 120s procs (Numina)(Kismet)...
Ridiculous Girl replied to brass_eagle's topic in Bug Reports
i have not tried yet, but the more that we can diagnose and the more we test the better the report. 🙂