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Everything posted by Solarverse
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That's....rather ablist of you. And not even a remotely accurate comparison. It wasn't an "I don't like it" issue. It was an "It's causing me physical pain and illness" issue. Yes, I know...and I acknowledged that it was a bad comparison. Ableist is an awfully strong word. I would say more like a bit selfish...and I know, I have acknowledged that as well. I just can't help be annoyed that something in a game changed because it was hurting people's eyes/heads, when it could have been made an option instead of ruining it for everyone else. I can't help to be annoyed by it, it affected me and many others in a very negative way, even though I know I can't really blame the people who got headaches. It's one of those; I know I shouldn't...but I do anyway. A better comparison would be; I know this game existed as is before I got here, but despite the fact that many people don't want it changed, I am going to demand they change the graphics just for me....and so they did change it for the few who had this issue, instead of making it an option like they should have. So yes, it leaves a bitter taste in my mouth...can't be helped. I'm not blaming the people per-say, I blame the Devs for not taking the time to make it an option.
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I'll be damned, hats off to ya. :)
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I'm shocked your "I started in issue 16" wasn't met with, "Oh yeah? Well I started in issue 5!" followed by another, "Well, I have you both beat, I started in issue 1!" and ultimately (you know every team has a guy who played beta) finished off with *that* guy who says, "Well I played Beta." :D
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Ha! Good catch. I honestly never noticed.
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If your old binds contain this < or this > then you are correct, it won't work. The Devs of that time broke it when they tried fixing something else. So now we are trying to figure out a way to get the same results, using a different bind that does not use the aforementioned method.
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I have seen this before on Live, happened to me twice. I think this is just one of those bugs that are so rare, that most likely it will never get a fix. Too hard to replicate and doesn't happen enough to justify fixing it. We call those one offs.
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That's a bug? I thought this was how it was supposed to work.
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One thing I did notice, is that Rain of Fire and Ice Storm can have their accuracy increased by popping yellows. I don't have burn anymore, so I can't check that. Do me a favor and see if popping yellows changes anything for burn?
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I never had an issue with that part. I just can't get the chat bubbles to work right. Really wish the Devs would give us a way to get our old specialty chat bubbles back. :(
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People wouldn't hate on knock back if people actually knew how to use it. Sadly, the people who just love scattering mobs after the Tank gathered them all up, kill it for the people who use properly. My main is Energy/Energy Blaster, so I get the love of Knock Backs. I just can't stand how some people use it. :(
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No need for quotes, it's a real thing. Super rare for me, but if you run Sonic Resonance and make your big bubble a bright white, it'll give me a nasty headache every time, guaranteed, until it gets turned off, color changed, or I leave. No idea why since so very little else bothers my eyes. No, I agree that it is a real thing. I put it in quotes because I was annoyed by it. I know I shouldn't be, because people can't help it, but annoyed by it nonetheless. It just seems in my mind, that if a game gave you headaches, people probably shouldn't play them. That would be like me going to Wendy's and demanding they cook their burgers differently just for me, even though most other people like them just as is. Honestly though, it's understandable. I know a game is not a fast food restaurant. I tried like hell back in those days to get the Devs to make the graphics change an option, so that those of us who loved the graphics and did not get headaches, could continue to enjoy the eye candy. Instead, the Devs killed the graphics for everybody because of a minority who has intense graphics related headaches. It made no sense to me to make the majority lose out on what they had when they should have made it an option in the graphics menu. Everybody could have been happy, instead of the just the minority being happy. But it is what it is...and because of it, I will always miss the old school Ice animations. Anyway, I do understand that people were getting headaches. Just upsetting everyone who played the game had to lose out on the eye candy when the Devs should have made it an option.
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The sound effects for powers that have been toned down or now fade out. I loved them, really upset me when people complained them away. Also, some of the old school graphics that were toned down, because it was "giving people headaches." There is a LOT of things that changed that I loved that a lot of people hated. And to me, this game isn't the same because of them. :(
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At this point, I would be happy with any type of change that makes it better than it is now. The collision mechanics as they stand now are annoying. P.S. I never said it was "introduced." I knew it always existed. ;)
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My first quote and comment wasn't in reply to you solar until the second quote in which i thought you had some solid advice, didn't know if you knew that so thought i'd clarify. I was speaking to the guy trying to relight a dead fight. Gotta love the forums, lol. Sorry, I didn't see a name attached to the quote, and the quote under that one was mine, so I thought for sure you were referring to me. Okay, we can go back to being friends! :)
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If you are just standinfg in the back doing nothing but ranged, then you are playing the Blaster wrong. You need to remember, Blasters have some of the hardest hitting Melee abilities out there. You also have PBAoEs that do lots of damage, but only if you are near the mob. I play several blasters. I drop my targeted AoE, (if I have one) I hop in, let off my PBAoEs, I get out, I unleash my ranged AoEs, single target attacks, then finish off bosses or whatever is left standing with my melee abilities. Granted, I do not do it this way every single time, that will depend on each given situation, however, that is an average strat. Like I said before, if all you are doing is playing it safe, that is your fault, not the archetype's.
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It would seem we all agree...on forums, no replies are a good thing. It means nobody disagrees enough to put up a stink about it. :D
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Yes they are. :) That set specifically, I am not sure of, but I do know that the Epic sets are customizable.
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I can't be the only person who has noticed this? I even had another player watch me under strict conditions, so that he could see this bug in affect. He wanted to be sure it wasn't lag causing it, so we were able to confirm that it wasn't lag and that it was indeed a bug.
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I wasn't sure that was your intention. I was hoping it wasn't, and I'm glad to hear you confirm that. I hope you can see how your words could have been interpreted that way. To reiterate, the data I have presented here took minutes to acquire, but it was hours of play time before I noticed the bug in the first place. Once again, I am the OP. All of the data I've shown so far does not discredit the accuracy mechanic. It shows that Burn is exclusively not properly using it. I suspect there's a misplaced flag somewhere that is telling its pseudopet not to inherit slotted accuracy. I took a peek at a couple versions of the source code that I found but I was not able to find where power data is stored. I hope to have more time to look into that in the near future, as I'm sure it will confirm my findings. It would greatly speed up my search if someone knowledgeable about the source code could point me in the right direction. Haha, no. When I wrote to you what I had wrote, I was excited. I learned something new, about something I used to think I was absolutely right about. I thought this since issue around the same time Arena was first introduced I think, (I didn't care before then) when somewhere on the forums, I picked up the false information that Rain of Fire and the likes, along with Burn, had no accuracy check and was auto hit. Even worse, nobody challenged that answer to my thread, and in fact backed it up. Then you come along and educate me differently. So all these years I thought the accuracy only applied in PvP...with all of those powers. See, this is a bug that has been around since the beginning then. Once upon a time, I tried to outsmart my counterparts by putting Accuracy into burn. I timed (back then the Devs gave us no info about the specifics of powers, we had to do the math the hard way and share information to be better educated.) how long it took my mob to die. I rinsed and repeated this test numerous times. Each time, using burn only, my mob died no faster. Pure and simply, Accuracy in Burn did nothing to change anything. I took it to the forums, asking around there, why we can slot it for Accuracy, when Accuracy does nothing. It is then that I learned that Rain of Fire and the likes, including Burn, only requires an accuracy check while in PvP. That made complete sense, so I never bothered test verifying. So after all this time thinking it only needed Accuracy checks in PvP, I learn the truth. So yeah, I was excited when I wrote that to you. Far from angry, snide or butt hurt. ;)
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blah blah blah, I didn't have anything constructive to say, so I left a rude comment, blah blah blah. Neat man. This is solid advice, thank you. You're welcome.
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Let me just say that Pine's Hero Designer is a very helpful tool and I use it frequently. But, like Mids' before it, it is far from authoritative and, at times, wildly inaccurate. You've hit upon an excellent example. I don't know where that 150% base accuracy figure (I assume you're talking about Rain of Fire or a similar power, as Bonfire has no accuracy listed) came from but, if anything, it applies to the part of the power that summons the pseudopet. The pseudopet itself has base player accuracy (75% to-hit vs. a same-level foe). All player pets and pseudopets do, despite all other NPCs having a 50% base to-hit. The foes in my data are usually +2 or +3 (with the exception of the Diseased Abomination which I merely happened across as I sought to test Rain of Fire. It was even-level.) minions and lieutenants and without any relevant defenses so as to demonstrate the effectiveness (or lack thereof) of accuracy slotting. Not egregiously high level, nor any special foe. Further, Rain of Fire, Freezing Rain, and Ice Storm all had approximately 17.5% accuracy slotting (a single +1 DO's worth) at the time of testing. Just enough accuracy to show a variance from the base to-hit. By the way, you not-so-subtly implied that I'm cherry-picking my data. I don't know you well enough to guess as to whether that was an intentional slight or not. Just pointing it out. To address the point, I'd direct you to my previous post where I posted abbreviated combat log data along with the details of what I was fighting and how I had the power slotted. This would be easy for anyone to replicate in-game. The data I present is from the combat logs, not from manual observation. The combat logs track every attack, every hit-roll, every miss, from and to every target. You are correct that the damage tics overlap and suppress each other so that catching a given, single tick of damage would be near-impossible to do by eye. Further, that isn't how accuracy works. No hit-check can simply become auto-hit if the power's accuracy is high enough. Please refer to this archived post from Arcanaville for a full explanation of how accuracy works, but the short version of it is this: Any given power that rolls an accuracy check starts with the user's base chance to hit (75% for players vs. an NPC, 50% for NPCs and players vs. a player), adds any available toHit buffs (Build Up, Rage, Tactics, Insight, etc.), subtracts any applicable defenses from the target, and multiplies the resulting number against the sum of the power's slotted accuracy and any available accuracy buffs (Focused Accuracy, IO set bonuses, etc.) as well as the power's own inherent accuracy (for most powers, this multiplier is a 1) to arrive at the final hit chance. In simple form, this is NetToHit = (InherentAttackAccuracy) * (1 + AccuracyEnhancement) * [ BaseToHit + ( ToHitBuffs - ToHitDebuffs ) - (Defense - DefenseDebuffs) ] (cited from the above article). Further, the final chance to hit is always limited to between 5% and 95%, so that there is always a chance to hit (on a very inaccurate attack) or miss (on a very accurate one). Burn's accuracy is the same as all the other powers (except Bonfire) mentioned in this discussion, as I've demonstrated. The only difference is that all those other powers benefit from being slotted with accuracy enhancement, despite using pseudopets to actually accomplish their damage, while Burn's pseudopet does not. You will never see Burn's DoT miss. You will never see Rain of Fire or Ice Storm miss. That doesn't mean they don't miss. You are not the entity making the to-hit rolls, the pseudopet is. To demonstrate this, I invite you to perform the experiment yourself. I assume you have a character with Rain of Fire, Ice Storm, Freezing Rain, Sleet, or Burn. Pick one of them. Log in. Right click in your chat window and add a new tab with the following channels: Pet Hit Rolls, Pet Damage Inflicted, and Pet Combat. Feel free to add the other Pet channels if you wish. Go use one of the above powers in a regular fight and, afterward, scroll through the chat tab and review the hits and misses. Assuming you aren't a Mastermind or a Controller, you should only see data from whichever power you used. Note the percent chance the pseudopet had to hit things, particularly if Burn is the power you're testing. Especially note that the power will miss on occasion, even with optimal slotting. Finally, check again: I am the OP. Let me first say, I did not throw any type of inaccurate claim at you. I was trying to back you up. Guess you read that wrong. As far as Burn having an accuracy check, the OP's data seems to discredit this mechanic until we can further investigate.
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This isn't a democracy. This "debate" isn't about coming up with a singular idea so that we can then go implement it. It's a show of interest in some change, and an examination of as many possibilities or permutations as we can manage specifically so the very small number of people who control the server's code can decide what they want. Having five, or ten, or thirty pages of (polite and reasonable) discussion is actually ideal, since it helps to show the general interest. But I will say... unlike you, I'm here because I enjoy it; even if nothing happens from the discussion, I like talking about this stuff. If you'd rather make your point and move back to playing... that's absolutely a sane and reasonable thing to do. Except it almost never stays a debate, it turns in to bickering. I only wish it stayed as a friendly debate.