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Everything posted by Bopper
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issue 27 Patch Notes for May the 4th (be with you), 2021
Bopper replied to Jimmy's topic in Patch Notes Discussion
I think it was. Now that powers are no longer disabled, I bet you could have had some silly jump speeds while in Walk. But if it is being capped at 3.15 mph, the patch notes should be updated to reflect that as "capped at base speed" technically would mean capped at 14.32 mph. -
There is no diminishing returns with regeneration. Adding X% regeneration always translates to adding Y hit points per second (HPS). It's completely linear. Many folks probably interpret the percent improvement as diminishing returns, which I could understand. If your base is 100% regen (which comes with Y HPS), and you add another 100%, your total HPS doubled. But now adding another 100% (go from 200% to 300%) will have your HPS 50% higher than what it was previously (300/200=1.50). But you're still triple the HPS you were at base. There is also a survivability component to this that mirrors Defense/Resistance as they approach their caps, where the closer you are to the cap, your survivability increases exponentially (not really, but people can picture an exponential graph better than an inverse graph where the denominator approaches 0). Anyways, as your HPS approaches the incoming DPS from attacks, your survivability will grow rapidly. For example, let's say you're taking 100 DPS from an attack and your HPS is 20, then your survival time will be dictated by that net 80 DPS you're taking. Now let's say your regen is 60 HPS, your survival time just doubled as your net is now halved to 40 DPS. Add another 20 HPS and it's doubled again. And as you approach 100 HPS your survival time will approach infinity.
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Gladiator's Fury: Chance for -Res only lasting 1 second in Trip Mine
Bopper replied to GM Impervium's topic in Bug Reports
I'm guessing it's tied to the Trip Mine dying. I noticed on CoD the Fury of the Gladiator proc is applying its debuff via suppressive stacking (similar to the new travel powers). I'm guessing that's new, and I wonder if it has a requirement to have the source of the proc to be alive for the duration of the debuff. -
I dont know what server the guy who made the spreadsheet was using, but it's possible there were ATs being developed and got abandoned
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I see what you mean. I can only speak to my experience of having to copy the descriptions from the game into Mids and seeing inconsistencies. Like a sniper (or was it a nuke?) being called superior damage and another attack doing the same damage being called extreme damage. That's what I meant by broken, where whatever rules that were supposed to be followed were not being followed. As for the descriptions, it might be worth incorporating the AT modifer into it. But that should be made into a formal suggestion. For now, I'm fine with it being power scale only just so that it's consistent across ATs. So a Light attack from a defender's fire blast power will still be called a light attack on the Blaster version.
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At no point did I give an opinion on how something should be done. I'm just explaining how it works.
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resolved Pumpkin King and Giant Killer badges can be cheated via Architect
Bopper replied to Chuckledunk's topic in Bug Reports
Nice, welcome to the Bug Hunter badge club. -
I have this saved on my machine, but unfortunately I can't remember where I got it from so I can't properly attribute this work to the right person. Nonetheless, here's the mechanics in play COH Mechanics.xlsx
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That's a great way to look at it. I dont know if it's documented anywhere officially, but if you look up Blaster Melee (1.0) you'll see that 55.6102 is used. How they come up with that number is a bit of a challenge as it's many things baked I to eachother. I can try to find a spreadsheet that explains it, though.
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That scale is baked into the Damage Modifer. The base 1.0 Damage Modifier is 55.6102. Multiply that by 1.2 and you get 66.7323.
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Bright Nova Blast is a 4s recharge power. Design formula would suggest the damage scale to be 0.2 x (4 x 0.8 + 1.8) = 1.0 Base Damage = Damage Scale x Damage Modifier. For a PB in Nova form, the modifier is 66.7323. So the base damage for Bright Nova Blast would be 1.0 x 66.7323 = 66.7323. As for the fixing what isn't broke, it actually was broke. There were a lot of powers that had wrong descriptions or were inconsistent.
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issue 27 [Beta] Patch Notes for April 25th, 2021
Bopper replied to Jimmy's topic in [Open Beta] Patch Notes
You might see more of that if they make the changes to Walk. I imagine some folks would want to walk around with their weapons and/or auras, but remain unslotted so no spamming of combat logs nor green/blue numbers popping over one's head -
issue 27 [Beta] Patch Notes for April 25th, 2021
Bopper replied to Jimmy's topic in [Open Beta] Patch Notes
Swift can't and won't take any set IOs. Just the regular crafted IOs -
I think it does work on LTs, but only even con or lower.
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I wouldnt say stealth, it was a bug fix made about a month ago on beta. Scrappers and Stalkers already had an enhanceable RDR, just brutes were missing it.
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Hi praise, thank you. I am glad you're enjoying the build. I haven't had a chance to play much lately but I hopped on today to get a feel for how the endurance consumption felt with CJ on along with Ninja Run and/or Super Jump. Just worked through a +4/x8 fire farm map with not too much danger. Energize is always up right at the time I need it. For funsies, I might try a 2nd build with Fold Space and possibly reincorporate Cross Punch, but overall I am pretty happy with Ball Lightning, Power Crash, and AS as my main attacks in AoE saturated areas. So maybe no need to entertain cross punch again, but still I'd like some fold space in my life haha. Suck those runners back into my grasp.
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Yes it is WAI now. You can now get multiple procs at the same time from Power Transfer when they are slotted in multiple auto powers.
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I don't think the damage changed, just the descriptions of the attacks. All of those attacks have a 1.0 or less damage scale which is why it's described as Light. However the damage modifier for Nova form is significant and your damage should still be good and unchanged.
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issue 27 [Beta] Patch Notes for April 24th, 2021
Bopper replied to Jimmy's topic in [Open Beta] Patch Notes
Eye witness accounts are still evidence. I appreciate your input and I hope more can corroborate. Ultimately, though, the set sounds like it's going to get looked at sooner than later and whatever is decided is going to be temporary either way. As a tester/data analyst, I would rather see live play testing done with it set to 50% that way the developers can have evidence as to how much the set needs to be tuned. Having data to something that isn't representative with their intent will make it more difficult to find the balance point when the revamp comes. It could result in the revamp leaving the set still undertuned, which nobody would want. -
issue 27 [Beta] Patch Notes for April 24th, 2021
Bopper replied to Jimmy's topic in [Open Beta] Patch Notes
I tried looking into it last night. From what I can tell, the crit from hide was always 100% in PvE yet was always 50% in PvP (I had to use web archive to go back as far as possible then looked at patch notes to see if any tweaks to Burst happened that impacted crits). Combined with the fact no mention of the elevated crit chance is mentioned in the description makes me think it was a bug and not a feature. That's my opinion based on the evidence presented, but if anyone can find archived developer discussions that stated this was the true intent of the power, then that would certainly change my opinion. -
issue 27 [Beta] Patch Notes for April 24th, 2021
Bopper replied to Jimmy's topic in [Open Beta] Patch Notes
I'd like to see the math. -
issue 27 [Beta] Patch Notes for April 24th, 2021
Bopper replied to Jimmy's topic in [Open Beta] Patch Notes
Spitballing, but you could take a page out of Energy Melee and give KM a longer recharge version of Burst. Change the 15s to 20s, and increase the 1.25 scale damage to 1.6182 scale damage. The 1.25 from hide would do 2x damage for 2.5 scale. The 1.6182 averaging 1.5x damage from hide would do 2.4273 scale on average. Plus the benefits of proc abuse and non-hide average crit damage increasing. -
issue 27 [Beta] Patch Notes for April 24th, 2021
Bopper replied to Jimmy's topic in [Open Beta] Patch Notes
That's a bug on all suppression. You'll notice it with travel powers too -
Treat it like extra HP. So you can look at your current hit points (X) and your current absorb (Y), and you'll know it will take X + Y damage to defeat you
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Mid's Reborn: Hero Designer
Bopper replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
Yes, an announcement would be made here