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Everything posted by Solarverse
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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.
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That's not quite accurate. Below are some examples of the powers you mention (I assume by "Fire Patch" you mean Burn? That's thoroughly covered above). Bonfire is the only one that is autohit among them. Freezing Rain reduces defense, boosting its accuracy on subsequent hits (that's why it is listed twice). I haven't tested Sleet but, since it's a copy of Freezing Rain, I expect it to perform identically. As a side note, each of the below powers creates a pseudopet to perform the effect and each one correctly inherits the power's accuracy enhancement values, with the exception of Bonfire, which cannot be slotted directly for accuracy. I'm sure that Bonfire requires an accuracy check in PvP, as does Taunt (to my knowledge), but if the power is autohit, you cannot slot accuracy enhancements into the power, outside of multifaceted enhancements (set IOs and Hami-Os). Bonfire: HIT Repair Bot! Your Bonfire power is autohit. Rain of Fire: MISSED Diseased Abomination!! Your RainofFire power had a 92.82% chance to hit, you rolled a 94.87. Freezing Rain: HIT Fire Imp Boss! Your FreezingRain power had a 56.40% chance to hit, you rolled a 16.98. Freezing Rain: MISSED Fire Imp Boss!! Your FreezingRain power had a 79.31% chance to hit, you rolled a 92.90. Ice Storm: MISSED Gabriel!! Your IceStorm power had a 65.80% chance to hit, you rolled a 96.98. I think by now I've thoroughly demonstrated that Burn is bugged in not passing the accuracy enhancement value to the Flames pseudopet. Every other example of a similar power I've examined passes accuracy enhancement values to power's pseudopet except Burn. After reading this, I checked the hit values. You must have sat there for a good long whle to get those misses, either that or your target was set to a high level or AV status. So the reason it appears that it is auto hit, is because without any Accuracy slots in it at all, you are at 150% to hit chance. So it only appears it doesn't require a hit check, because even if it did miss, the tics of damage are so fast you would be unable to detect it with the human eye. Burn on the other hand, only has a 75% chance to hit, however...it leaves us to question, is this one auto hit in PvE? I have never seen it miss....of course this was back in the Fire Tanker massive herding days....but I don't recall a miss pop-up above their heads, not a single time. Also, the OP says there is no difference even after adding accuracy enhancements.
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Darkest Night debuff toggle not dropping after defeat
Solarverse replied to Rhinoxx's topic in Bug Reports
I don't think you remember raging at players when they killed your anchor target. And when I say you, I might the thousands of players who came to the forums to complain about this very issue. The Devs fixed it by letting you turn it on and off at will. I personally leave mine on until the mob is dead...regardless if my anchored target dies or not. It is a much better system overall...and I know it may be a bit of a learning curve for you, I am going to go out on a limb and say that most of us love it as it stands now. I don't see this going back to its original version, the rage would be real on these forums if it did. -
I honestly can't remember for sure why, but if I had to take a guess, it was to prevent NPCs from stacking on top of each other back in the Fire Tank herding days. That is just a guess though. We as players bouncing all over the map due to the collision change, I believe, was the side effect. Somebody else who remembers better will have to explain that one...back when the change happened, I didn't pay it much mind until much later when I started noticing the issue that arose from it.
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You know, it is absolutely amazing ANYTHING in this game gets accomplished with the way we debate things to a point that it just ends up being petty arguments. Like, we have went from a request to make Tanks be the better aggro grabbing force in this game, to now trying to compare them to controllers, and making them more like Controllers. We already have Blasters who have Controller and Defender powers, (Dark Blasters) Let's not make it any worse. We went from a game that had roles, to multi roles, and now we are pushing forward to an era where there are no roles. The idea the OP had was a good one...let's not debate it to oblivion, please? Nothing gets accomplished this way. Kryptonians sat and debated the eminent destruction of their planet until it was too late. Debates can literally go on forever, and most reason why, is somehow we all seem to think that we are the authority of what happens in this game and what does not. I think that should be left up to the Devs. An idea gets brought up, ultimately it is the choice of the Devs who will consider it or not. No amount of bickering back and forth is going to sway them either way...if anything, it will make them say, "forget it..." People are afraid of change in this game of any kind. Regardless of the request people make. It has gotten to a point, that I cringe at an idea I would like to put out there, because I know at least half of you will shoot it down by overthinking it and trying way too hard to over analyze it. If the Devs would ONLY implement ideas we all agree with, guess what...no change would ever take place in this game. I for one hope they read the OP of these posts, then stop reading there and discuss it between themselves...because if they actually read all of this over analyzing, never ending debate with between people who feel their way of looking at it is superior to yours...nothing will ever happen. This endless debate stuff needs to end. It's gotten so bad that you can't even ask people what they would do differently if they were in charge of the game about something, even when you aren't trying to make a change, that people will come in and over debate your personal ideas of what you would have done differently and why. People are way too defensive about this game...the very game we all love. If I see a request that I don't like, I say my peace with a post or two and leave. I won't sit there and debate it to death. Endless debates accomplish nothing, people.
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Once upon a time, if somebody stood next to me in this game, we didn't both automatically fight for the same space and watch our characters slide across the room, even though neither of us were moving manually. On the same side of the token, once upon a time, NPC's didn't push my character out of the way either. I honestly can't remember when this became an issue, but I am thinking it was around i6 or i7. I seem to recall a change was made to collision in this game, although I honestly can't remember why. Could we all agree that something needs tweaked to get this fixed at some point?
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I disagree. Your defensive response and shot at me just helps prove my point. We're just like every other gaming community out there. We have our helpful people, arrogant ones, rude ones, gamergaters, awesome people, lame ones, etc. I know people in this community, so I like it the most of the ones I've been around, but my personal feelings and attachment doesn't change my initial statement. He's right though. This community is unlike any other MMO community out there, with the exception of SWG, and even that game, they tend to get very angry with each other when they are having wars. Go play WoW, then come back to this game, see the extreme difference. Part of what makes this game great is the community. This game ahs the friendliest community I have ever seen in any MMO, these forums not included. For some reason, these forums are a very bad representation of the actual community...most likely because most people know forums have a tendency to be toxic, so they avoid them. I have only ran in to ONE player since this game was re-released that was a toxic player...he will stay on my ignore list for life. Other than him, this game has a wonderful community. Sorry you feel differently. As far the your first topic, I already agreed with you on that one. This just pertains to the community in general and what you wrote above only.
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Just wanted to say I am sorry for the disappearing act that happened right when I got the team formed for a Hess TF this morning. I had no control over it, there was a power outage in my area. Just didn't want you guys and gals thinking I just formed the team just to be rude and split. Take care. :)
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I was on a Synapse TF, and discovered I was getting a negative recharge when being hit by Clockwork. I scratched my head on this one and asked the team, "Do Clockwork have a negative recharge factor to them?" One individual said, "Yes, it's kind of their thing" I asked, "Wait, isn't end drain their "thing"? She said, "Yes, but so is the negative recharge." I asked, "Since when? I swear I have never noticed that before." She said, "Since always." I said, "Wow, been playing this game since issue 1 and I can't believe I have never noticed that before." So yeah, to me there are tiems when it is okay to mention how long you have been playing this game. But to use your Vet status as an I WIN card for arguments, it's cheap.
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Any way of changing Electricity Manip's Sustain?
Solarverse replied to Generator's topic in Suggestions & Feedback
I swear I thought the same exact thing. It's a good idea and is on par with other sets. It also gives me a reason to actually pick up Lightening Field. -
Accuracy for PvP only. A lot of auto hit powers, like Rain of Fire, Ice Storm, and Fire Patch are all auto hit powers, in PvP, they require an accuracy check. So if you do not PvP, you are wasting your slots for Accuracy.
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This has been going on since issue 15 or so. Not sure what the original Devs did to bug this, but they never bothered to fix it, and it drives me insane. Any time you hit Build up or Aim from a noncombat stance, and you fire off an attack, you instantly go back to normal stance instead of combat stance. The short term work around is, if you hit the escape key, then attack as normal again, your character will go back to combat stance and stay that way as normal. It is a lot more detailed and a bit more complicated than this, I can try and cover all the points if need be...but this should suffice for now. Very annoying bug, please show us you can fix what the original Devs broke and could not (or would not) fix. ;)