Jump to content

Sarrate

Members
  • Posts

    134
  • Joined

Reputation

124 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The actual formula is: HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) ) Homecoming Wiki - Attack Mechanics A rule of thumb, you're mitigating double your defense (10% def = 20% mitigation, 45% def = 90% mitigation). It's not always true (in the presence of large +acc where it's hitting the 95% cap, or the presence of +tohit). As others have mentioned, you're not doubling your mitigation, per se, but doubling your survivability. Consider that you have 1,000 max hp, going from 0% to 50% res (or 0% to 25% def) would allow you to take ~2,000 dmg before defeat - 2x as much. Now consider going to 90% res (or 45% def) - that would allow you to take 10,000 dmg before defeat. That is a 5x increase from 50%, and instead of adding 50% res, we only added 40%. Mitigation of the same type increases exponentially in effectiveness. It's why in many other MMOs, they have things like "defense rating", where the more you have, the less mitigation (as a percent) you get.
  2. If I'm reading the power description in City of Data correctly, it looks like Achilles Heel doesn't stack, period. Rationale: 1) Stacking is collective 2) Replaces existing effect 3) Stacks per attribute by key "AchillesHeelProc" The correct solution would be to test it with the temp power that lets you view enemy stats (forgot what it was called).
  3. He knows what he did.
  4. The null is very strange, but I'm not sure it's the hold. It looks like Liquefy summons two pets, Liquefy and Shock: https://cod.uberguy.net/html/power.html?power=defender_buff.sonic_debuff.liquefy&at=defender The one KaizenSoze linked is Liquefy (which does the debuffing) while Shock does the damage and hold: https://cod.uberguy.net/html/power.html?power=pets.shockdef.liquefy&at=minion_pets Of course, it's a 4.47s mag 2 hold, part of whose time could be "wasted" on a knockdown. So it may effectively not even be there. (Liquefy the power can be slotted for holds, and Shock is affected by them.)
  5. I'm assuming this is a joke, but in case it's not, I don't think you quite appreciate how much of a difference there is between Vulkan and OpenGL - especially older versions of OpenGL. Developers need to do a lot more work and handle a lot of situations that the driver used to (like synchronization). There are absolutely benefits for doing so, but it's definitely not easy. Also, Vulkan isn't supported on all platforms (like Apple, without something like MoltenVK to convert Vulkan calls to Metal), let alone older platforms (like Windows XP). Then you'd have to start looking into CoH having multiple rendering pipelines which just increases the work to maintain that much more. Hmm, I do wonder what the last version of OpenGL Windows XP even supported... (I know XP is way past EOL, I only bring it up because I have seen posts from people who still use it. So the decision would need to be made to either maintain support or drop it.)
  6. You keep using that word... I do not think it means what you think it means.
  7. Not sure the details of your current implementation, but an idea to solve this would be to buildup a Map<String, List<String>> which would map a path & filename to a list of mods that is modifying it. For example (pseudo-code): // Map of ModifiedFiles -> List of Mods modifying it Map<String, List<String>> moddedFiles; // Build up a list of all the modified files for-each (mod in mods) { for-each (file in mod) { if (!moddedFiles.contains(file)) moddedFiles.insert(mod, new List<String>()); moddedFiles.get(file).append(mod); } } // Check for conflicts and print them out for-each (element in moddedFiles) { if (element.second.size() > 1) { print("File conflict %s\n", element.first); for-each(str in element.second) print(" - %s\n", str); } }
  8. Gotcha, that's kinda what I was thinking, but it's the first time I've ever seen it used, so I wasn't for sure. Thought you may have had more experience / exposure to it. Thanks!
  9. Looking at Singularity in CoD, it's Gravitational Pull has a radius of 45 ft, with the pull effect being lessened the further away mobs are. I'm not sure how to interpret the "dup()" in the expression though. @UberGuy?
  10. The mad bastards did it. They buffed Regen.
  11. Looks like perma-T9s was changed in Issue 4 (https://archive.paragonwiki.com/wiki/Issue_4) > Changed Moment of Glory, Elude, and Light Form to have a Duration of 180 seconds and a base recharge time of 1000 seconds. This prevents these powers from being 'Permanent', making it comparable to Unstoppable. The Global Defense Nerf (GDN) happened in Issue 5 (https://archive.paragonwiki.com/wiki/Global_Defense_Nerf, https://archive.paragonwiki.com/wiki/Patch_Notes/2005-08-31#Powers_-_Global_Defense_Decrease). Enhancement Diversification (ED) happened in Issue 6 (https://archive.paragonwiki.com/wiki/Enhancement_Diversification, https://archive.paragonwiki.com/wiki/Patch_Notes/2005-10-27#Enhancement_Diversification). And the addition of the scaling resists also happened in Issue 6 (https://archive.paragonwiki.com/wiki/Patch_Notes/2005-10-27#Powers) > Super Reflexes Auto powers now add some minor damage resistance that improves as the caster loses HP.
  12. Geeze, that makes me 0 for 2, so I'm not exactly demonstrating a stellar memory, here... Hmm, I don't think so. The only nerf I'm remembering was part of the GDN. Although, in hind sight, it was kind of a buff in disguise. Before that, everything was +ToHit (purple patch and ranks weren't accuracy, so there was no "soft cap"). I never realized there was anything wrong with multi-quoting, unless the intent was to take something out of context (which I don't think you were).
  13. In that case, sorry I mischaracterized what you said. I suspect you're expecting me to say something along the lines of "it's misguided" or "that misses the point of the set." However, I feel like there is a lot of context missing in your example. Going back in time, SR used to be almost exclusively +Def (it had PB for status protection, Quickness for +Rech/Speed, and Elude providing +Rec as all T9s of the day did). It did not have defense debuff resistance, it did not have scaling resistance. Even when soft capped, SR had significant problems. If someone were to look at SR back then and say, "hey, SR has some survivability issues, why not get some extra resistance at lower life, say they're moving faster/slowing down time." Under those circumstances, does adding resistance make sense? SR has always been the premiere +def set, why would you want resistance? If you want Res and Def, why not use Invuln? I bring this up because I seem to remember you being against Regen getting +absorb because that's Bio's niche. (I could be misremembering, it's been a while.) Other's have said "hey, if you want a set that's more +regen focused, you should use Willpower" (despite the fact it was Regen's niche to lose). Just as SR had issues that "more defense" wouldn't have solved, I think Regen has issues "more healing" won't solve. Does it need to be reworked from the ground up? Not necessarily. Does it need to add some other tool to its toolkit? I'd argue, yes. I don't think that's trying to overhaul it into something its not. I'm not sure if that answers your question, or not.
  14. I'm curious what you mean by the underlined text. It sounds like "if you don't like the way the set currently is, then you don't understand it." If that is the case (and correct me if I'm wrong), that sounds narrow minded. It's entirely possible for people to see the set, understand how it works, but think "I think it would be better if they did X." It could be to adjust power ("this will increase survivability by X in Y situations), or it could be a flavor thing ("I want to regenerate, not be a self empath"). It's also equally valid for someone to say "I played it while IH was a toggle, and I like that version better." Just because someone wants to change the set, doesn't mean they don't understand it. I mean, you argue that people shouldn't try to balance for a small subsection of content (I agree), but then you basically cut out anyone whose opinion doesn't match yours. That feels extremely contradictory. Note: I'm not saying your view of Regen is invalid, it's just as valid as anyone else's. If you enjoy current Regen, I understand a change to satisfy someone else could affect your enjoyment of the set. That's not because someone "doesn't get it," or they're maliciously trying to hamper your fun [1], just they have a different view. [1] Okay, some people might, but I think we can both agree that people intentionally ruining others' fun aren't cool. :)
  15. That's the limit of signed 32-bit integers, unsigned 32-bit integers can represent numbers up to 4 billion. The problem with that is if you ever accidentally subtract a larger number from a smaller, you could get either undefined behavior or integer wrap around (eg: 100 - 1000 = 4 billion-ish), so you'd have to be very careful whenever you did arithmetic. Also, 32-bit programs have no problem utilizing 64-bit (signed or unsigned) integers. That isn't the problem. Where you run into problems is not only converting all instances of influence represented by int32s to int64s (databases, network packet definitions, in memory structures, function definitions, etc), but also making sure everything along the way is also converted to int64. A single missed cast could truncate all values above 2 billion, which I'm sure you can imagine would not be well received. It's less of a technical limitation and more of a problem of how much effort it would take to make the conversion without making any mistakes.
×
×
  • Create New...