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siolfir
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Everything posted by siolfir
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You don't expect people to read what they quote before replying do you? What a totally unreasonable expectation.
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Pineapple Beta Shard Stress Test: Saturday 11th at 10pm UTC
siolfir replied to GM Miss's topic in Open Beta Testing
I had a blast last night also, and posted my feedback in the Tanker thread. Did a Market Crash (because we could start without zoning) and back-to-back Hami raids because he respawned while we were killing GMs in the bowl. No performance issues or crashes using the 64-bit client. -
Most of the ones that existed as a requirement were removed to allow the ability to run them solo, but you could copy the BAF where the AVs reset if they aren't killed within a certain time frame and then split the map so they can't be pulled near each other. Make the progress bar show for everyone so that there would be some small chance of timing it, and then you just have a whole lot of people blaming their teammates for not being able to coordinate and follow instructions (and the subsequent responses of "don't tell me how to play, I do what I want").
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stomping, huh... are we allowed to clap, too?
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Sounds like it's a gauntlet issue. To make gauntlet work, Tanker single target attacks are actually just AoEs with parts of the power flagged to only affect the primary target, and the taunt part is not flagged so hits all of the targets. On beta gauntlet is being changed to be a proc fired off rather than included as part of the power itself. Rad Melee does the same thing on purpose to get the "splash" damage on Contaminated targets. It sounds like the Insight bonus damage isn't flagged correctly.
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I was attacking as things recharged in both cases, though, especially in the "Freakshow tunnel farm" first mission. I tried staying with the team for parts to see if the Tanker fighting next to me was affecting Fury gain and running off for comparison and it was pretty consistent either way. It's also possible that the ranged characters on the team (4 of them) were staying back more than 30' away reducing the bonus, but I thought that they were closer in than that - and if that is the case, then reducing the radius might not be desired because there wouldn't be room for mobs and teammates in the area.
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Someone did the math after the PPM changes and ability to boost enhancements, too:
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Nitpicks: plenty of builds (including Ill/Rad) could solo AVs before IOs, although Radiation Emission or Traps made it a lot easier (in both cases due to bugged powers). I specifically made an EM/Elec Brute in i8 (the issue before IOs) just to see how many different AVs I could solo with her. Also, nobody was running the Statesman TF before IOs - they were introduced in the same issue and at the time it was considered easier than the Recluse Strike Force (which has since been nerfed twice to make it easier). The rest of the post is solid, and the Repeat Offenders were just running everything else - quite easily, since the individual benefit from IO sets is smaller than the benefit from a mixed team of Defenders, but it was implying that you needed to duo AVs before IOs and skewing time a bit.
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Zone-specific combat rules apply in every PvP zone. PvP zones also apply a more severe diminishing returns, especially on recharge, preventing perma-Dom and perma-Hasten and knocking resistances and defenses down for characters with high values. If it was just going to be for one zone (which would in all likelihood be avoided by most players just like PvP is) then the PvP diminishing returns could apply on the map, then just disable the ability to target enemy players and make it a co-op zone. If they're missing 3 limbs, wouldn't they be hopping around instead of walking?
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Yes - in Devastating Blow. Yes - I was on the yellow team. The difference was, I was also near teammates while running a Market Crash just before the Hami raid, and was not getting Fury to remain that high during those missions. I don't think it's game-breaking or should hold up a release, but I thought it was unusual. Since it's a situation that would be difficult to replicate without coordination (or the higher population stress tests) I thought it worth reporting here so it could be looked for.
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For a soft-capped SR, Elude doesn't provide anything other than protection against mobs with tohit buffs (but not enough to make up for DE Quartz and Rularuu seers) and pushes the numbers high enough that using a multiplier would still leave you softcapped for a while even with the higher penalty. Taking your -0.05 per mob above the cap example, the +45% defense that unslotted Elude provides would mean that you would need 10 enemies above the cap to hit a 50% penalty, which would still only put you back at the soft cap. You would also have to be careful to check that the value before applying the multiplier is positive, otherwise you're simply providing defense debuff resistance. Similarly, resistance above the cap serves to provide a cushion for the debuff, just a smaller one. Based on this post... ...I think that the aggro cap increase that you're hoping for on this isn't going to happen, though.
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Charging for Powerlevelling to level 50
siolfir replied to Queen Nefertiti's topic in General Discussion
I would just assume that players who don't know how to get to IP pay little attention to their surroundings, because it's on all of the trams heroside, on the sub used to go between red and blue zones, and on the Ouroboros portal. I might roll my eyes and not expect much out of them before I tell them how to get there, but I wouldn't be dropping the team or kicking them unless they're doing something actively counterproductive instead of just being inattentive and ignorant. -
Out of Memory Crash, Unable to Start CrashHandler.exe
siolfir replied to VileTerror's topic in Open Beta Testing
Pure speculation, but if you're hitting out of memory errors the crash handler might be failing because it just can't allocate any more heap memory unless it forcibly unloads memory (on out of memory exceptions at minimum) before trying to start. This would be more common in the 32-bit client because it has access to a smaller pool of memory, and even if there is enough total memory free if it gets fragmented enough you'll still have memory errors. -
I copied and ran Radiant Charge - my rad/elec Brute on Reunion - in the stress test to test the Fury tweaks. On a team of 8 including a Tanker and another Brute I was consistently maintaining higher Fury than on Live; since I skipped the t1 attack every attack animation is "long" but despite that it took little time to build Fury even when I was letting the Tanker run ahead (which I did a few times). During the Hami raid Fury was even staying in the mid 90s, which doesn't happen on Live even when farming, and wasn't happening on the team earlier even when I did jump in to grab aggro first. I wonder if it's counting people in the league in the bonus calculation instead of just teammates? Obviously, since I was on a Brute I didn't get to test any Tanker changes, but since I don't have any Tankers beyond the ones I created on Pineapple to test specific things related to these changes I wouldn't have a frame of reference for comparison.
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Modify the Dominator ATO Enhancements
siolfir replied to Biosphere's topic in Suggestions & Feedback
At level 20 it would make sense, though; that's only 2 levels after Brutes get it. I agree with making one of the ATO sets in a damage power - or just change the existing ones to be damage/mez in equal amounts, then the lack of utility in the procs would matter less because the actual enhancement values would be more valuable by freeing up slots. -
Last one for me also - at least in memoriam*. * - I had actually planned on posting Red Lenses in response to I Dream In Infrared last page, but it got pre-empted.
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Charging for Powerlevelling to level 50
siolfir replied to Queen Nefertiti's topic in General Discussion
Only if they use the farm map from Croatoa in their farms run from the farm in Croatoa.