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Everything posted by Sarrate
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Instant healing Toggle instead of click
Sarrate replied to TheMuna's topic in Suggestions & Feedback
I understand what you're saying, but unfortunately it's not that simple. Spectral Wounds' effect is completely baked into the power. It does X damage, then after Y seconds it heals the enemy for Z health. It's not dynamic at all. As I recall, if you enhance the damage portion, the heal portion stays fixed. So this would require some sort of global proc, or other system to function. It may be possible (I honestly don't know), but it would surely be non-trivial. I understand what you're saying, but unfortunately it's not that simple. Spectral Wounds' effect is completely baked into the power. It does X damage, then after Y seconds it heals the enemy for Z health. It's not dynamic at all. As I recall, if you enhance the damage portion, the heal portion stays fixed. So this would require some sort of global proc, or other system to function. It may be possible (I honestly don't know), but it would surely be non-trivial. I don't understand what you're saying here. The benefits of absorb are: 1) It increases the maximum amount of damage Regen can take at once. For a Regen Scrapper without outside powers (so hp cap + Resilience), the maximum burst damage they could take is (2409 / (1 - 0.1463)) = 2,821.8 damage. An absorb shield would allow them to take more punishment while being a bit more flavorful than more +resistance. 2) It allows healing and regen to operate in parallel. For example, if a Regen character is at 50% health, then pops Reconstruction to 100%, their regeneration stops providing hp. If Reconstruction (for example), instead the Regen character would be at 50% health, have a 50% absorb shield, and still be regenerating. Every second the absorb shield is up, the more hp the Regen character has replenished that would have been lost before. 3) Alternatively, if stacking absorb shields were received peridically (by some means, auto, toggle, etc), it would either act as a large barrier against burst damage (when stacked) or minor damage reduction if it's constantly being punched through. Just because it's "not affected by regen" doesn't mean it's bad. (I keep hearing people talk about how good the Sentinel version is. I should try that sometime for comparison.) As for the conceptual argument, that falls flat for me. Don't think of the absorb shield as a fake skin, think about it as your character's ability to instantly regenerate damage as soon as it is taken. That's no more bizzare than MoG or SR's scaling resists for "slowing down time." Perfectly thematic if you ask me. -
Instant healing Toggle instead of click
Sarrate replied to TheMuna's topic in Suggestions & Feedback
But the it's applied to damage done. Which means you're always at risk. Anyone can come back from something if they're not dead. With Regen it would seem that you can find a way to balance it so that you get closer to death quicker but you balance it by coming back quicker. Additionally, it doesn't scale. Defense and Resistance work to reduce incoming damage, so they'd be mitigation a fraction of the incoming dps. The higher your damage intake, the more damage they mitigate. Healing and Regeneration, on the other hand, always provide X hp/sec, regardless of whether you're taking 10 dps or 10,000 dps. It's why Regen can be invincible (healing > dps) or dead very fast (healing < dps). Also - in a weird way - all the healing effects being heals/regeneration means they can conflict a bit. What I mean is, all the regen in the world does nothing at full health. If a player uses Reconstruction to get to full health (fighting high damage mobs so being low on hp is dangerous), then their regeneration isn't regenerating any hp. If Regen had some absorb effects (for example, in Reconstruction), they could both get a buffer of hp while still regenerating under it. It would basically allow them to have more hp than their max hp to soak damage. -
Knockback Attack! What cool stuff could KB do?
Sarrate replied to Galaxy Brain's topic in Suggestions & Feedback
The problem with knockback isn't its strengths in isolation, but how knockback interacts with the rest of the game. Even if knockback provided some kind of mechanic (like prone mentioned above), would that be worth knocking mobs outside of AoE range (debuffs and damage alike)? What about the uninterrupted damage from melee vs prone's effect? Knockback is the one status effect that doesn't synergize with the rest. Situationally useful? Yes. The right tool for every job? No. Unfortunately players can't swap between KD and KB when appropriate. I feel like characters should get an inherent that allows them to suppress KB to KD while active. (It'd even be thematic, Superman doesn't throttle street thugs to the next city the same way he would Darkseid.) However, since we have IOs that serve that function (albeit at the build level and not dynamically toggleable), I don't think there is much chance of that happening. -
Okay, so I finally had some time to fiddle with the build in Mid's Reborn, and this is where I stopped: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! BS - Regen: Level 50 Mutation Scrapper Primary Power Set: Broad Sword Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Body Mastery Hero Profile: Level 1: Hack -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(7), SprScrStr-Acc/Dmg/Rchg(9), SprScrStr-Dmg/EndRdx/Rchg(9), SprScrStr-Acc/Dmg/EndRdx/Rchg(11), SprScrStr-Rchg/+Crit(34) Level 1: Fast Healing -- Prv-Heal(A), Prv-Heal/EndRdx(5) Level 2: Slice -- Obl-Dmg(A), Obl-Acc/Rchg(3), Obl-Dmg/Rchg(3), Obl-Acc/Dmg/Rchg(5), Obl-Acc/Dmg/EndRdx/Rchg(11), Obl-%Dam(15) Level 4: Quick Recovery -- EndMod-I(A), EndMod-I(13), EndMod-I(13) Level 6: Build Up -- RechRdx-I(A), RechRdx-I(15), GssSynFr--Build%(17) Level 8: Parry -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(17), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(19), DefBuff-I(21), DefBuff-I(31) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(45) Level 12: Reconstruction -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(21), DctWnd-Heal/Rchg(23), DctWnd-Heal(25), DctWnd-Rchg(25) Level 14: Super Speed -- Run-I(A) Level 16: Integration -- Prv-Heal(A), Prv-Heal/EndRdx(43), Heal-I(45) Level 18: Whirling Sword -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(29), Obl-Acc/Dmg/EndRdx/Rchg(29), Obl-%Dam(31) Level 20: Kick -- Acc-I(A) Level 22: Tough -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(31), RctArm-ResDam(33), StdPrt-ResDam/EndRdx(48) Level 24: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def(33), LucoftheG-Def/EndRdx(34), LucoftheG-Def/Rchg+(34), ShlWal-ResDam/Re TP(46) Level 26: Resilience -- GldArm-3defTpProc(A), ResDam-I(33), ResDam-I(45) Level 28: Disembowel -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(36), TchofDth-Dmg/Rchg(36), TchofDth-Acc/Dmg/EndRdx(36), TchofDth-Dmg/EndRdx/Rchg(37), TchofDth-Dam%(37) Level 30: Dull Pain -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(37), DctWnd-Heal/Rchg(39), DctWnd-Heal(39), DctWnd-Rchg(40) Level 32: Head Splitter -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(40), SprCrtStr-Acc/Dmg/Rchg(40), SprCrtStr-Dmg/EndRdx/Rchg(42), SprCrtStr-Acc/Dmg/EndRdx/Rchg(42), SprCrtStr-Rchg/+50% Crit(42) Level 35: Instant Healing -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43) Level 38: Moment of Glory -- LucoftheG-Def/Rchg+(A), RechRdx-I(46), RechRdx-I(48) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), Rct-Def/EndRdx(50), Rct-ResDam%(50) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 47: Focused Accuracy -- HO:Cyto(A), HO:Cyto(50) Level 49: Physical Perfection -- EndMod-I(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Critical Hit Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Prv-Absorb%(7), Prv-Heal(39) Level 2: Stamina -- EndMod-I(A), EndMod-I(46) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ Here are the highlights: * Swapped Slash for Slice. * More recharge slotting in the powers that use them, and more global recharge. * Around 7% more melee defense with a single application of Parry, more when stacked. * Around 8% more aoe defense. * Increased s/l resistance by ~18%. * Less end use, more recovery. * Better proc utilization. - [edit: I lowered your overal regen, but the higher mitigation and recharge easily compensates, imo] * Bloated the budget by I don't even know how much. 😛 Aside from the Slice swap, I've kept your power selection the same. I still feel there is room for improvement on Parry and Disembowel, but I had to stop somewhere. 🙂 You could sacrific some of your melee defense fore more range/aoe, that way you'd be more universally protected. Of course, you'd be more reliant on Parry if you did that, which could affect the gameplay feel. Lastly, you could consider swap Body for another Ancillary pool, perhaps Soul (for Shadow Meld) or Leviathan (Hibernate), but that could start messing with your concept, so I did not explore that. Hopefully this helps!
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Actually, that's because Shadow Maul's cone is "free." Shadow Maul is balanced as a single target attack... or so I thought. I never realized that Shadow Maul, an 8s recharge cone did more damage (134.9) than other single target, 8s recharge attacks like Hack (102.6 dmg). Shadow Maul's cone, while it isn't huge, can reliably hit multiple targets completely offsetting its animation time. Don't ask devs to look too closely at it, or they might bring it in line with other cones, much to Dark Melee (and all Sands of Mu users') detriment.
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In addition to your budget, as @Bronana16969 asks, I'd also ask what the goal for the build is and what kind of content you'll be doing with it. That would impact the suggestions you'd re receive. I'm hesitant to make suggestions as is, as sometimes slotting a single power oddly will serve the build better than making sure every power is properly slotting itself. With that said, here are some thoughts: * Based off your slotting, you appear to be chasing some +regen and/or +maxhp. (For example, your slotting for Health and Stamina.) Between Accolades (+20% if you have all 4) and Dull Pain (+60%), you'll already hit Scrapper's hp cap (+80%). In addition, +regen on Regen Scrappers is far less valuable than it is to other mitigation heavy sets. * As of right now, you don't have enough recharge to make Dull Pain permanent. It looks like it with Hasten on, but since Hasten is not permanent, it will cause Dull Pain to have a gap. By only slotting Hasten with a single recharge IO, you're leaving a lot of cheap recharge on the table for it. (A second IO would be worth almost another 42%.) * If you're worried about having enough recovery (see Build Up's slotting stopping at 4 for +recovery), instead consider fully enhancing the powers you have. For example, Stamina has a base of +25% recovery and only 54% enhancement. Getting that to the ED soft cap would be worth ~10.25% recovery, 4x what you're getting from Gaussian. * You're spending a lot of slots on some powers without comparing what you could get elsewhere. -- Tough has 5 slots of Reactive Armor for (I presume) the +1.25% defense. Meanwhile, Maneuvers only has 12.8% defense enhancement. If you get Maneuvers to the ED softcap, you'd get +0.985% defense. Slightly less, but it would require fewer slots and apply to all defense types & positions equally. -- You're 6 slotting Focused Accuracy for 2.5% melee defense, whereas another generic lvl50 defense IO in Parry would net you +6.3% defense. Slight negative, it would only be in effect when you're actively using it (Parry), but on the plus side you could stack that to +12.6% or higher. * Slash is probably the worst attack in BS because it deals the least damage for its activation time, and with enough recharge, you wouldn't need it (Headsplitter, Hack, Disembowel, Hack, repeat) or could replace with Parry for extra safety. Slice would be more useful in general because it can hit multiple targets. * MoG is woefully underslotted for recharge. These are just my thoughts, if you have reasons for why you did things ("I find Slash more fun than Slice"), that's cool. I'm just trying to give the best objective feedback I can. I hope this helps.
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Ah yes, the Internet Archive once again to save the day! I've seen that trick in the past, and it's definitely better than nothing, but it's also not complete. (Last time I was using it I believe I was trying to find the Irradiated Ground pseudo pet and ended up with a dead link. :\)
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Oh, it's even better than that. Since Lord Recluse is a higher level, the purple patch increases its effect on players. That's not the last of it, either. Assuming that Paragon Wiki is accurate (I used to be good at sleuthing City of Data, but not so much now that it's down), the Red Tower also provides +Status Effect (Knockback, Disorient). How much is uncertain, but considering how strong the other towers' effects are, it wouldn't surprise me if it was another +100%. Bingo. Most status protection toggles provide +10 mag knockback protection and +10,000% knockback resistance (surely a typo in their spreadsheet where 1 == 100%, but they entered 100, thus 10,000%). The resistance alone basically reduces all knockback to 0, so the knockback protection isn't doing much. The only things that pierce it are unresistible knockback with a mag greater than 10. There's probably some out there in the game, but it's very rare.
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Yep, and that was the intent of that statement. A character is built off the scaffolding of their primary and secondary. Since the secondary is fixed in this case (Regen), what can we say about it as a whole? One of its Achilles Heels is burst damage. How you attempt to mitigate that depends on the build. You could build for recharge to get clicks recharging faster. You could build for defense to reduce the chance you'll eat two big hits in a row. Now you could build for additional resistance to reduce the severity of burst damage. Etc. It'd be like taking Invuln and building around psi mitigation. You can do it, but that doesn't mean Invuln doesn't have a psi hole - it's still there, just been plugged by other means. With the power creep that exists, you can make things work that weren't possible the last time I played Regen, so I can't speak to where Regen's performance tops out at compared to other sets.
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Oh sure, and perhaps I didn't phrase my post quite right. I wasn't speculating whether it was malicious on their part, rather, them trying to be crafty / intentionally unclear to keep players on their toes. It's really just idle musing on my part. "The orange tower would be a much more consistent choice to place a tohit buff, so what could explain their decision? Hmm, I wonder..." type thing.
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To be fair, CMA, it's not like CoH has very specific color for inspirations and the like indicating buffs to To Hit, Damage, Resistance, etc. I do wonder if the devs did this on purpose to obfuscate what the various towers did... 🤔
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More to the point, Regen is terrible at handling burst damage outside of MoG. If you eat too much burst damage at once, it'll cut right through IH, as it only helps after you've taken damage, at which point it can be too late. It means it's also fairly sensitive to animation times. The longer the animations, the greater the chance you'll be stuck in an animation when you need to click a power to save yourself. On Live, Broadsword and Katana helped by breaking up burst damage with defense. The downside was that you had to deal with redraw after using any of Regen's clicks. So it helped, but there was some synergy problems due to this. Granted, I believe No Redraw is an option for both Broadsword and Katana on Homecoming, so that's not as much of an issue here. Any primary that can mitigate or breakup incoming damage will help a lot. Earlier Dark Melee was brought up for Drain Life (it's far more potent on mitigation heavy secondaries that lack self eahling), but I think the more important aspect of Dark Melee would be the tohit debuffs and Touch of Fear. ToF has a strong tohit debuff and double stacks out of the box to fear bosses. This can either take them out of a fight while you kill other enemies, or be used to throttle a boss's attack rate. If Stone Melee even came to Scrappers, I think it would be a good candidate for Regen with all it's knockdowns, stun, and hold power. I recently remade my first main from Live (BS/Regen) as a TW/Regen, as it suited her concept better, was a set I haven't tried yet, and has better performance. Some things I've noticed: * Does not have a No Redraw option * While Momentum is active, there is no redraw anyways * Defensive Sweep's smashing defense doesn't feel as good as Parry's lethal defense - as it doesn't help against bullets * I'm still pretty low level, but I think all the knockdown is going to play a significant role in survivability I'll just have to see how well it works in the long run. :)
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Mid's Reborn: Hero Designer
Sarrate replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
I noticed a bug (v2.6.0.7, Database I26 v19.1021) with Titan Weapons (Brute, Scrapper, and Tanker) - all powers that have a slow and fast version [1] are not affected by Incarnate Alphas that boost recharge (Spiritual, Agility). Powers that only have only one speed [2] are properly affected. [1] Defensive Sweep, Crushing Blow, Titan Sweep, Rend Armor, Arc of Destruction [2] Follow Through, Whirling Smash, Build Momentum, Confront -
I may have figured out a more specific instance in which CoH resets the color settings - when it needs to render characters to a texture. For example, opening the contact window (renders NPCs to textures), opening a dialog box with an NPC (renders their portrait), viewing another character's info (player or NPC), viewing your costumes, etc. It also appears that these are cached. The first time I open the contact window, for example, it resets the color settings. Immediately reopening it does not. Viewing an NPC's info for the first time resets it, reopening it does not. Player characters, on the other hand, always reset the color settings. (I assume it's because, unlike NPCs, PCs can change costumes.) I know this isn't a priority issue to address, but I figured I'd share the realization, regardless. I seem to remember lighting in bases flickering back on live, too, but I can't recall the circumstance (clicking thing, base editing, etc). Do you have multiple monitors? Does it affect monitors that CoH is not on? Does it affect CoH's UI, or just the game world?
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For clarity, I have no expectations it will be fixed. After all, if it was more common to run both CoH and flux, there would surely be more threads about it. However, unless someone at least raises the issue, devs may not even be aware of it. Doesn't hurt to ask. For the record, it's not asking for a new feature "make CoH do X," I'm asking for quite the opposite, "make CoH stop doing X." I haven't experienced any other program do this before, and it happens under repeatable circumstances. I also know that seemingly simple issues can be infuriatingly difficult to track down, let alone fix. Good idea, but I'm using Windows 8, so no dice. I didn't start using flux until after CoH was shutdown, so I don't have first hand experience of the time, but it certainly doesn't surprise me. Thanks for moving the threat to a more appropriate section.
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I use a program called flux on my computerto the color temperature of my monitor based off time of day. As it becomes night, it makes the colors warmer (more red tinted, less blue). When running CoH (fullscreen borderless, but this doesn't matters as it affects all monitors) at night, it will frequently revert the color settings back to normal (that is, not adjusted by flux). I can get flux to warm the colors again by clicking out of CoH (color warms), then back in (warm colors persist). This is not random, as it happens consistently during frequent events like opening the contact list / talking to contacts. So this is a constant annoyance while playing. What it feels like to me (and I was unsuccessful in trying to track this down myself) is that there is some sort of initialization function that configures settings (including OS color settings) that always gets called before opening certain dialogs, etc. Completely harmless and invisible unless color settings are changed (eg: by flux). If possible, I'd appreciate it if this color resetting could be removed - or at least limited to something more infrequent (like on startup). Thanks for listening. (I waffled back and forth where to post this. It's not really a bug, but it does fall into undesirable behavior in a specific use case. Mods, feel free to move this to wherever the most appropriate.)
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Let me preface this post with the fact that I'm a little out of touch with both Regen and the current state of CoH. I played Regen pre-ED, post-ED, and my first 50 and live forum avatar was my BS/Regen Scrapper. I stopped playing her for the reasons I'll get to in a moment, but I never respecced to take advantage of MoG, and I most certainly never experienced regen with heavy IO investment, let alone Incarnate powers. With that said, I think Regen is a weak set compared to the armors for any type of non-trivial content. The biggest benefits to Regen is the fact that its mitigation is damage agnostic (it protects against lethal, toxic, psi, and untyped equally). The list of problems, are much longer and more severe: - Outside MoG, Regen is terrible at burst damage. I don't mean just the alpha strike when jumping into a mob, I mean any kind of damage that lines up like two bosses hitting at the same time. - Speaking of MoG, it has a 15 second duration and a 2.57s animation time. Almost 1/5 of the duration (~17%) is spent just casting it. - Regen's mitigation doesn't scale. If the enemies can't out damage your healing, you're immortal. If they do, you die very quickly. - It has minimal debuff resistance. Against more classic enemy groups, this wasn't too bad, but at higher levels, or newer enemy groups, this becomes very problematic indeed. - Regen is very dependent upon clicks to survive. This means that time that could be spent attacking must be spent healing instead. It also means that recharge debuffs neuter Regen's survivability (remember, no built-in avoidance or resistance debuffs). If using a set with a weapon, this induces a redraw, further taking time away from attacking. (I've seen mention of "no redraw," so maybe this is gone now?) Finally, since Regen is very timing sensitive, it doesn't gel well with sets that have long animations. As a thought experiment to assess a set's survivability, imagine pairing it with Fire Melee. Fire/SR? Soft cap it, take aid self. Fire/Regen? No mitigation from the primary, no defense as a base to build on, minimal resistance... oof. Can you make Regen work? With enough investment in IOs and Incarnate abilities? Sure, but the return on investment will be lower than other secondaries. ----- I know I just dumped on Regen, but I do have a soft spot for the concept. Trying to come up with improvements, however, is difficult: - Simply adding more regen/healing doesn't solve the fundamental problems with it. It would push up the immortal threshold (see Regen doesn't scale), but not solve any of the core problems. - Just adding def or res somewhere would help, but would that work in concept? How would that affect the other values of powers based on the power formula? - If you follow the cottage rule, then there is even less breathing room to work with. With that said, I do have a few ideas (I don't know how feasible they are): 1) As a Regen feature, I'd suggest making the clicks (Recon/IH/MoG, specifically) have an interruptible animation / able to be cast while using other powers. Reason I say this is Regen can go from healthy to dead very fast. This would both mitigate the lost offense when clicking powers and make sets with longer animations more survivable. 2) Work absorb into some of the powers, and at a higher rate than regular healing. It would be thematic (consider it damage healed instantly) and also help deal with burst damage. Examples: 2-A) Auto/Toggle - provide a longish stacking low value absorb. For example a 5% absorb every 5 seconds that lasts 25s and stacks 5 times. Basically, if you're being attacked a lot, it will slow it down a bit. If you're not taking damage, then you can build up a buffer against the next time a big attack comes in. 2-B) Auto/Toggle - provide a largish high value, non-stacking, absorb. For example, a 20% absorb every 5 seconds that lasts 5 seconds. The idea is to blunt incoming attacks to make burst damage more survivable. This would not work as a heal as it doesn't help at high health, and heals persist, absorbs wouldn't. 2-C) Give the clicks some absorb. Reduce Reconstruction's heal and provide it a larger absorb component. This could be used preventatively or reacitvely. Reduce the regen of IH and give it periodic absorb shields for its duration. 3) Perhaps give Regen a way to cheat death. For example, if IH is active and you'd take lethal damage, instead IH is removed (?) and you're granted a 100% absorb. Or IH stays and you're given a temp power to prevent this mechanic from happening for X time. Or make Revive castable while alive and if cast while alive, it provides the absorb on a lethal hit. 4) Based off incoming "damage," perhaps provide a boost to absorption enhancement (with absorption from other ideas). This is an attempt to give Regen some scaling factor to prevent them from being immortal to too much content. I also put "damage" in quotes, because maybe it should be something like how Fury calculates incoming attacks (frequency and mob rank). I'm not saying all of the above should be done and I most certainly have not done any calculations on how crazy or weak the above values may be. They were all just ideas that I had to improve the set so I figured I'd share in case they sparked future discussion / improvements.
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I don't write posts very quickly, preferring to take my time and reread / rewrite things several times. Not uncommonly, I would get logged out by the forum before I finalize my post. With the old forum software, when hitting Post or Preview, it would advance to a new page and say that I was logged out (or an error of some other sort), which I could recover my post from by hitting the back button, copy my post, relogin, reply again, paste, and continue. Not so much with the new forum, it would seem. Since the forum appears to be using javascript more liberally for composing replies, if a user spends too long writing a reply without interacting with the forum and it logs them out, it sends them to a new page, but the back button is of no use. (Think of it like having an infinitely scrolling website, clicking a link on the page, then going back. You're now at the top of the page, not X screens down when you clicked the link.) I wasn't timing it, but I probably lost over a half hour of time composing a post after hitting preview because I had been logged out in the background. Is there any way to not lose a user's post in these circumstances? Tangentially related, after testing, the forum doesn't even make it easy to copy a post to an external editor just in case, as the post composer doesn't insert bcc code into the editor, but insert it directly. (eg: Bolded text looks like bolded text instead of [ b ]bolded text[/ b ].) Raw bbc codes work if you manually type them in, at least.
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Is it feasible to make CoH Large Address Aware?
Sarrate replied to Sunsette's topic in Suggestions & Feedback
Yes, a 64bit application can consume far more memory than a 32bit application, that doesn't necessarily translate to better performance. Additionally, depending on other factors (both code and data), it still might not use that extra data if it's designed to page data in & out at a lower RAM level. I don't think your statement about video RAM is entirely true. While you couldn't have (for example) a single OpenGL buffer larger than 2-4 gb, it should be possible to consume more than 4gb of VRAM on a 32 bit application. In 32bit versions of Windows, the OS would reserve 2gb of the 4gb address space to allow it to do "things" (I'm not entirely sure what, honestly) in the processes address space. The Large Address Aware flag basically reduces the reserved amount to 0, allowing the application full reign on the 4gb address space. If Windows needed to do something in there and it couldn't, it could cause problems. Not sure how big a deal that is in 2019, just saying. As for threading, that has nothing to do with 32bit applications. You can have create heavily threaded 32bit application just fine. Most applications of the day weren't, though, because CPUs didn't have as many threads / cores available, clock speeds were still rising, and it's a lot harder to write good multi-threaded code than it is to write single threaded code. Additionally, graphics APIs at the time were largely single threaded, so threading wouldn't help when it came to issuing draw calls to the GPU. This meant that games tended to be heavily single threaded. (Not saying they never used threads, but the lion's share of the work was.) Don't forget that when switching between 32bit and 64bit, various types (like pointers) can change in size. This can cause all kinds of problems. If data is being serialized (aka reading/writing to disk, from a socket, etc) using those types, bad things can happen if there is a mismatch. If the code is doing any funny business like storing a pointer value in an int, that's suddenly a huge problems (8 byte pointer doesn't fit in a 4 byte int). As you mention, jack_nomind, any dependencies would also need to be recompiled for 64bit. That's not a problem if you have the source, but if you don't and are just linking in a library (statically or dynamically), you're kinda stuck in a bad spot. Even if you do have the source, then you'd have to deal with all the above issues all over again. I suspect there would be a lot more issues recompiling for 64bit than you'd first think... especially given the - ah - reputation of the code base. -
Not an expert at Radiation Melee (have a Rad Melee Brute, but I haven't tried slotting the ToE proc in Rad Siphon), but what strikes me when looking at the power in City of Data: Radius: 10 ft Max Targets: 16 Splash damage radius: 8 ft (only if the target has Contamination) taunt radius: 10 ft My interpretation (guess) is: * When the power is used, it will affect up to 16 total targets, the primary target, and 15 others. * Targets within the 8 ft radius will be taunted (always) and damaged (if contaminated) * Targets between 8 ft and 10 ft away will only be taunted (always) I don't believe there is a way to define a power to have different target caps for different effects, so the splash damage would hit far more targets than, say a Brute (capped at 5). I also don't think that procs discriminate on what part of a power triggers them, only if they're slotted. One way to test this would be to put a damage proc (like Mako's Bite) in a single target ability (like KO Blow) and see if it procs off Gauntlet. My guess is it would. So I can't say for certain, but it looks if ToE should be able to proc up to 16x when using Radiation Siphon on a target that isn't contaminated.
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Other way around - 18 bids, 946 for sale. Pretty sure "display error" is the correct answer. Okay then. There are 18 people bidding ridiculously low prices. And 946 that are selling for huge prices. ... you list one for "1", and one of the low-ball bids snaps your item up, netting you only 314. Still nothing wrong at all. For context, there have been numerous posts about the AH interface showing conflicting information for the same item: Bug Report - includes listing outlier SOs going for millions Miracle price inconsistency Assassin's Mark vs Xenon Exposure Trap of the Hunter It's possible that this instance was working as intended, but it's more likely a display bug caused the buyer / seller to misjudge what the actual price of the given item was.
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All hail the Wayback Machine! This was brought up in a separate thread, but -- for Air Superiority at least -- it looked like it was only taunting the primary target, not an AoE (arc and radius are both "-", or n/a). There may be other pool attacks that do have an AoE for Tankers, or they could have been changed by the devs here, I can't confirm those. Pretty sure it can only miss against players, according to City of Data: Max targets hit 5 Entities affected Foe Entities autohit Foe <--- (PvE) 41s Taunt (mag 4) (PvP) 10.25s Taunt (mag 4) If (@ToHitRoll < @ToHit) or @ForceHit <--- -- edit 1 -- Actually, I was remembering something about higher rank mobs having a tohit roll, but it wasn't for Taunt, it was for taunt auras. I check Blazing Aura, Chilling Embrace, and Invincibility, and they all have the same entries: 13.6s Taunt (mag 4) If target.HasTag?(Raid) and (@ToHitRoll + 0.2 < @ToHit) 13.6s Taunt (mag 4) If (target.enttype == critter) and not target.HasTag?(Raid) I think that means the tohit check would have to make the tohit check by a margin of 20%, but only against "Raid" mobs. (Not sure if that's just mobs in Incarnate trials, if that includes all AVs, or if it there was no standard on which mobs received that flag.) Also, interestingly enough, all three of those auras' tuant effect are different. Invincibility - Canceled on Held, Stun, Sleep && does not stack Chilling Embrace - Canceled on Held, Stun, Sleep Blazing Aura - None of the above Very strange. -- edit 2 -- Actually, the tohit check for taunt effects (for Raid tagged enemies) applies to Gauntlet as well as auras. (Check out any Tanker melee set on CoD, like Radiation Melee. -- /edit -- (Side note: It's interesting that Taunts aren't defined consistently, some are Ranged, some are AoE, some have a "Null" entry, and some don't.)
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Chilling Embrace definitely taunts. Check out its entry in City of Data. Gauntlet actually isn't a proc, it's just an effect baked into all Tanker attacks. It doesn't exist without a developer explicitly adding it. If you have Taunt (and use it), I wouldn't recommend putting taunt into Chilling Embrace unless you're chasing set bonuses. The game only uses the longest taunt effect per character, and Taunt is ~3x longer than CE's taunt. If you want to make sure things stick to you, slot and use Taunt.
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Exactly WHAT is the Scrapper chance to critically hit?
Sarrate replied to JnEricsonx's topic in Scrapper
Most attacks have a 5% chance to crit against minions and a 10% chance against lieutenants and up. Some attacks (like Headsplitter) have a flat 15% crit chance all the time. Keep in mind that Scrapper's damage modifier is 1.125 while Brute is 0.75, so Scrappers have a 50% base damage advantage. Additionally, Scrapper's damage buff modifier is higher, so damage buffs (Build Up, Soul Drain, Against All Odds, etc) are exponentially more potent. For comparison, with 3 SOs worth of enhancement (+95% dmg): Base 1.125 0.75 +Dmg% 0.95 0.95 Scrapper Brute Crit Dmg Fury Dmg 0 2.19375 0 1.4625 5 2.3034375 10 1.6125 10 2.413125 20 1.7625 15 2.5228125 30 1.9125 40 2.0625 50 2.2125 60 2.3625 70 2.5125 80 2.6625 90 2.8125 100 2.9625 So a Scrapper without crits is roughly equal to a Brute at 30-40% Fury. 5% crit equaling 50-60% Fury. 10% crit equaling 60-70% Fury, and 15% crit at ~70% Fury. Since whole sets don't have a 15% crit rate, this would only be applicable to a single attack if that. Just throwing another +100% dmg in there to show how strong Scrapper base damage is (misc buffs, if we wanted to simulate Build Up, that would be +100% for Scrappers, but only +80% for Brutes) Base 1.125 0.75 +Dmg% 1.95 1.95 Scrapper Brute Crit Dmg Fury Dmg 0 3.31875 0 2.2125 5 3.4846875 10 2.3625 10 3.650625 20 2.5125 15 3.8165625 30 2.6625 40 2.8125 50 2.9625 60 3.1125 70 3.2625 80 3.4125 90 3.5625 100 3.7125 Now, without crits, Brutes require 70-80% Fury to match. At 5% crit, it takes 80-90% Fury. At 10% crit, practically full Fury. For giggles, here is both at their respective damage caps: Base 1.125 0.75 +Dmg% 4 6.75 Scrapper Brute Crit Dmg Fury Dmg 0 5.625 0 5.8125 5 5.90625 10 6.1875 15 6.46875 Factoring in crits, Scrappers still win, and it's a lot easier for a Scrapper to hit their damage cap (+400%) than it is for a Brute (+675%) ----- Don't misunderstand me, a Scrapper won't always out damage a Brute, but your post seems to really discount Scrapper's damage potential. -
Hahah! You certainly raised my eyebrow! Earlier I looked at the dumped bin file that came with the source, and there was a mismatch there, too. What really stuck out to me, was the fact that the animation time, recharge time, and endurance costs all didn't match. That made no sense to me. So I came back to it later and discovered what I think happened - the internal names (the ones used by the code) don't match the player facing names. Here are the equivalent powers between Brutes, Tankers, and Scrappers: Brute Tanker Scrapper --------------------------------- Gash Beheader Gash <----- Chop Chop Chop Beheader Gash Beheader <----- Swoop Swoop Swoop Whrl Axe Whrl Axe Whrl Axe Cleave Cleave Cleave Pendulum Pendulum Pendulum That's why the power's text didn't match the power itself in some of your "??!"s. It wouldn't surprise me if this kind of mismatch was present in more a few more of the original sets. Actually, I just realized why the different conditionals are there per AT... those are the PvP damage values. It does look like the PvP damage values do change from AT to AT in PvP, but in PvE, it only uses a single value. I can't recall the rationale on why that was done (I do remember that damage per power was based off activation time in PvP, but that doesn't explain the per-AT differences)... but PvP was always a bit weird.