Jump to content

LQT

Members
  • Posts

    208
  • Joined

  • Last visited

Everything posted by LQT

  1. As per the patch notes; Atlas Park & Mercy Island Enemies in Atlas Park and Mercy Island should no longer reproduce like rabbits and spawn in on top of players Open world mobs required during the Officer Fields and Aaron Thiery missions are now extremely sparse. - Sewers used for Officer Fields are 3 rooms with the central room previously spawning in at least half a dozen pairs of Vahz. There is now a single pair in the entire room with a couple of others in the sides rooms for what is meant to be a hunt 10. - Likewise hunting Arachnos Commanders for Aaron Thiery there looks to have been some spawns removed entirely so for a hunt of 5 there are 3 in the zone with a 3 minute or so respawn. The changes are understandable as I do remember respawns often appearing in and around the rooms quite rapidly however the implementation feels heavy handed and now causes artificial timegates on progress while waiting for respawns. A middle ground between the original settings and the current ones seems needed.
  2. That was one of the ones I thought might have similar issues. Looks to be only on missions that exemp you after you've entered and toggles were running before.
  3. Unsure how much this might be a bug but thought to make a mention of it anyway. Despite various objects in Mayhem Missions being targets and destructible [cars, bus stops, cardboard boxes, letter boxes, etc] players cannot run through them with Speed Phase active as they can vs mobs and other entities in game.
  4. Speed Phase remained active after entering a mission with an auto-exemplar effect. Was unable to disable Speed Phase after entering a Mayhem mission from Lord Schweinzer. Auto exemped for the Atlas Park mission from level 41 with all toggles running [including SS and Speed Phase] and when inside the mission all toggles expected to disable did except Speed Phase which remained active and inaccessible for disabling without exiting the mission. Even after exiting the mission Speed Phase remained active despite SS not running. Other missions were fine due to what level SS was taken however toons that take SS later would possibly have the same problem in other missions that have exemplaring occur in this way [Ouro into arcs possibly for example].
  5. This was asked over a month ago back in Build 1 of the Power changes. There was no reply.
  6. Because so far no reasoning has been given by the devs despite this being originally asked all the way back during the test notes on the 13th of March. That's the problem. There's been no official word on it despite it being asked several times now and repeated posts by multiple devs after those very questions meaning it's being skipped over as a topic which causes even more frustration.
  7. Noticed this on the ski slopes in Pocket D last night and instantly realised the chaos it would cause in the Shadow Shards :p hopefully a warning gets put in or the power accepts the grav wells.
  8. Power customisation colours are defaulting to the red/null variants when making changes in different pools again. Have tried changing Speed Phase on a few toons now and lost either some or all power custom colours in Primary and Secondary sets for different toons [2 Primary powers on my fire/dev blaster, ALL my Secondary powers on my stone/EA brute]. While easy to sort for some examples the differences in colour palettes used between powers like stone melee and EA for example means re-synchronising these can be difficult when the entire pool power colour is wiped as has happened here.
  9. $$score1 had an alternative version of standing at ease which was always nice to use if waiting for something/RP reasons. Would include it there too.
  10. Blaster 2' Atomic Manipulation power of the same name seems to have been missed with this change. Brute and Tanker versions now work this way [Scrapper too I would assume but I don't have one], however still getting a brief root effect when checking on a couple of blasters I have with AM as 2'. I'm guessing as the other 3 ATs get their power from Rad Armour there is a difference in coding somewhere that excludes Blasters from this unless this is intended. Have posted a bug report to the appropriate forum section.
  11. As per i27p2 patch notes Beta Decay is named as an example of powers which should no longer root due to the power causing no damage to mobs. However the Blaster 2' Atomic Manipulation power of the same name seems to have been missed with this change. Brute and Tanker versions appear to be WAI [Scrapper too I would assume but I don't have one], however still getting a brief root effect when checking on a couple of blasters I have with AM as 2'.
  12. https://hcwiki.cityofheroes.dev/wiki/Resilient_Badge https://hcwiki.cityofheroes.dev/wiki/Enduring https://hcwiki.cityofheroes.dev/wiki/Resolute_Badge Can players please check their suggestion doesn't already exist as a badge in game? You're just wasting your own and the devs time otherwise. https://hcwiki.cityofheroes.dev/wiki/Badges https://hcwiki.cityofheroes.dev/index.php?title=Special%3ASearch&search=&fulltext=Search
  13. Already exists https://hcwiki.cityofheroes.dev/wiki/Survivor_Badge Likewise some of those exist already and some are skewed alignment wise. Not many redside toons could be described as 'Righteous'. https://hcwiki.cityofheroes.dev/wiki/Faithful_Badge https://hcwiki.cityofheroes.dev/wiki/Steadfast_Badge https://hcwiki.cityofheroes.dev/wiki/Valiant_Badge https://hcwiki.cityofheroes.dev/wiki/Zealous_Badge OT: Venerable [Yes it exists as a level 15 Magic Origin title but other titles also exist as badges like 'Radiant']
  14. Evasive Maneuvers effects are dropping after zoning [Ouro portal, TUNNEL, city tunnels, LRT, RI Ferry, Black Heli] despite power remaining active. Only the +DEF buff persists.
  15. So only about half your toons needing a look at then, Cidri? :p
  16. Quite a few powers land their damage at the wrong time depending on a few things. Moonbeam used at point blank range will hit [and even kill] something before the actual effect even exists for example. Likewise. Would also like the reason it was normalised in the first place given how it's function and description for years as a longer range attack.
  17. This is still the case with the 2021 valentines event. On both a Villain and Rogue I had blueside contacts offered by Scratch after completing the first of his missions.
  18. Accurate To-Hit Debuffs is another category this happens with. Cloud Senses is 10-30 and Siphon Insight is 30-50 yet you can't convert by category when using attuned IOs of the sets.
  19. The proc for the Superior Might of the Tanker ATO gives 6.7% when active in Combat Attributes. The buff tooltip says it only gives 6%, which is wrong. The power tooltip says it only gives 4%, which is also wrong.
  20. NP :) Had a toon with the power already and some free time to went a wandering to test. Only revised my methodology about 3 times >.>
  21. It shows up in the 2 Ouro TF arcs from Mender Silos as either a villain or ally depending on if you are doing the hero/villain TF/SF respectively, as well as as an ally in the MoM itrial during the first boss fight.
  22. Tried testing this on a 50 MA/EA brute I have. Pseudo-pet nature of the attack means it doesn't even show up in the combat log until you add in "Pet damage inflicted" so that was a slight bump on things to start with. Power tooltip reads as: So should see 2 data points for damage inflicted on mobs, will refer to these as full damage [70~ from tooltip], and [extra] half damage [35~] as ratio is near 2:1 for 69.34:34.21 Test conditions: 1. Testing alpha strike only, so no Fury modifier in play. 2. Testing against level 50 CoT Possessed Scientists outside Portal Corp. Sometimes 3 minions, sometimes 3 minions + 3 LTs. Minions con white, LTs con yellow. First test: 5 slotted Obliteration, Attuned, [IOs 2-6] IO Effects: Value of note: Average Damage: +66.3% Vs 3 minions, No BU: Vs 3 minions + 3 LT, No BU: Second test: Unslotted Obliteration proc. IO Effects: Same as previous test, only change is reduction in global recharge due to proc IO granting nothing not bonus chance of damage. Vs 3 minions, No BU: Vs 3 minions + 3 LTs, No BU: Third test: Completely unslotted SA of remaining 4 Obliteration IOs. IO effects: None. Vs 3 minions, No BU: Vs 3 minions + 3 LTs, No BU: Extra info: Fourth test: Procs Testing non attuned Armageddon, attuned Eradication, Force Feedback, Explosive Strike, and Scirocco's Dervish procs, [4 damage, 1 effect]. Grabbed 7 minions, 3 LTs, spammed SA to watch for procs. Final Observations: Slotting Spring Attack right now seems to be completely pointless beyond FF procs. Damage dealt as a level 50 MA/EA brute to even level minions and LTs with no slotting in SA is 22.01+44.62 [66.63 total]. Damage dealt as a level 50 MA/EA brute to even level minions and LTs with 4 Obliteration IOs/5 IOs including proc results in 22.62+45.87 [68.49] (68.49/66.63)*100 = 102.792~ That's less than 3% of an increase despite the in game tooltip suggesting the slotted IOs should increase damage done by 66.3%, which would require slotted damage done values of 36.6+74.2 for around 110.8 damage total. While BU and the Gauss proc do increase damage done, slots are effectively useless in this power as raw numbers from IOs are nowhere near what they should be, [<3% vs 66.3%]. Testing for procs [non attuned Armageddon, attuned Eradication, Force Feedback, Explosive Strike, and Scirocco's Dervish] resulted in no observations of any damage proc firing, however the FF proc did fire.
  23. Our Treespec3 leader couldn't enter the cave mission or the final door on our first attempt this evening [on the 21st EU time]. Ended up reforming when we were are the door and it worked fine the second run.
  24. "This is fine." 2 sets of 2 misses/2 streakbreakers within 40 seconds, one being back to back usage of Storm Kick, taken specifically due to the +Def function, so that's fun to have missing for reasons outwith my control. Something else, albeit negligible; technically the hit cap seems to be 94.99% due to how the game calculates a miss. 95.00% can and will miss. Given the roll range goes up to 100.00 that meanst 501 data points between 95.00 and 100.00, not 500 as would be equal to 5%. Or the two sigfigs is just how far it will display things on the UI and so 3 sigfigs or more will count as a miss but never be displayed. Pre-post edit: Amusingly enough before posting this I decided to play the toon the above data is from some more. Then this happened. ¯\_(ツ)_/¯
  25. Das me :D Was helpful the recipe dropped on the first check there, although re-running it would have only taken 3-4 minutes tops without TPs to mission and such. Appreciate the help setting up the attunement, the clear alls are tedious roadblocks at times :p
×
×
  • Create New...