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Everything posted by Bopper
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I forgot to include the impact on slow snipe. The slow snipe had a 5% chance to crit 1.78 scale. Now it can crit 10%-16% of the time for 1.78 scale.
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I will take full responsibility for Zapp and Mace Beam's bugs being fixed. During my Christmas break when I was updating Mids Reborn to have all of Issue 27 updated, I was adding a feature to Mids that would allow you to adjust your +To-Hit with a slider, that way you can see what your boosted damage would be in fast snipe form (for scrappers/stalkers, this is a base of 1.75 scale damage that could ramp up to 2.3 scale damage). When updating Mids with these updates and features, I couldn't help but notice major issues with the effects of the Epic Snipes. One of them was the fact Scrapper's Zapp was doing 4.2 scale damage on their fast verions crits, however that crit chance was set to 5% on all enemies and did not increase with the Scrapper ATOs. I made a bug report and passed my findings along (I forgot what was wrong with Mace Beam, but I believe my final words for the bug report were: "Mace Beam is so broken, it just needs a reset of everything", anyways back to Zapp). So now, the power works as intended. To compare the performance we can look at average damage for Zapp's crits: Page 1: 5% chance for 4.2 scale damage. Page 2: 10% chance against non-minions for 1.75-2.3 scale damage. With the passive ATO, this increases to 16% chance. With the proc ATO firing, this increases to 66% chance. I won't do any major math for all the variables so I'll keep it simple: 5% of 4.2 is +0.21 scale damage on average 16% of 1.75 is +0.28 scale damage on average So you could say, this is a 33.3% buff to the average crit damage bonus, if we were to assume you have the Supreme Scrapper's Strike global bonus, and you have no +To-Hit buffs. If you capped your fast snipe to the 2.3 scale limit, you'll have: 16% of 2.3 is +0.368 scale on average (75% more than old Zapp).
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issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Bopper replied to Jimmy's topic in Patch Notes Discussion
The split on alphas hasn't changed. As for your comment, what AT are you? I thought before you said a Brute, and I'm looking at the CoD data now: a Level 50 Brute will do 19.3 absorb every 2s. So, assuming you're level 50 and you are completely unenhanced, then I would not expect you to see less than 19.3 (rounded to show +19, probably) when you use the power on another ally. -
Allow Universal Travel to be slotted in Sprint
Bopper replied to kelika2's topic in Suggestions & Feedback
I'm off topic, but I gotta say, the TP update has made it even nicer for a Stoney. Combined with Combat Teleport and Foldspace (get over here!), curbs have been long forgotten. -
Allow Universal Travel to be slotted in Sprint
Bopper replied to kelika2's topic in Suggestions & Feedback
I do too, and I two-slot my Sprints with Unbounded Leap for the 6% movement bonus on my Granite Tank. But ultimately, it's silly to think Sprints can slot Jump sets when there really isn't anything in it worth enhancing. Shoot, they could just make it a flat 1 foot jump height buff and make it unenhanceable. Remove the Jump IO options and call it a day. However that would upset a lot of people's builds because many use the sprints for the jump IO options (you and me included). -
Allow Universal Travel to be slotted in Sprint
Bopper replied to kelika2's topic in Suggestions & Feedback
Good point. You could 6 slot sprint, give it six +5 Level 50 Jump IOs, get the T4 Agility/Spiritual Radial, and that would get you to 151.35% enhancement. That would turn the base 0.4 ft jump height to 0.4 x 2.5135 = 1.0054 ft, which is a 0.6054 ft increase from base -
The summoned pets are flagged with CopyBoosts. I don't know enough about what the extent of that copy, but it could be possible all the attributes of the AT (including damage cap) is passed along to the pseudopet. If that is the case, then it should apply the same to Shield Charge. I recommend test it with screenshots of the combat log. Take a bare build and see what the base Shield charge damage is, then eat a full tray of reds and see if the damage is 7x stronger.
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I believe the Shield Charge is classified as a Minion Pet, so its damage cap is 400% (+300%).
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In his signature block. If you are on a mobile device, you will want to switch your browser to Desktop view. If you are on your computer, you might be split screening your webpage which could remove the sig-block, so maximize the browser window and see if that makes it viewable.
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Allow Universal Travel to be slotted in Sprint
Bopper replied to kelika2's topic in Suggestions & Feedback
Sprint shouldn't even take Jump sets, honestly. The only jump effect it has is a 0.4 foot buff to your jump height. It's silly to ever enhance that. You could E.D. cap it and still not reach 1 foot in extra jump height. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Bopper replied to Jimmy's topic in Patch Notes Discussion
I would say that is a great start (probably the right approach, in fact). Another approach might be to state: "Although [Super Jump] can be used at the same time as other jumping toggles, a [Super Jump] effect will suppress if another jumping toggle's effect is stronger. I dont word things as well as you, but you can see how I'm trying to frame it. Directly indicate you will lose a power's effect(s) if another power has a stronger effect. Of course, this doesn't exactly answer which effects are tagged with TravelBuff and which other powers have them. It might be a good HC Wiki entry to detail it though (I'm slipping off topic, I'll make my coffee now). -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Bopper replied to Jimmy's topic in Patch Notes Discussion
All powers using the collective stacking suppression would need it. For example, Infiltration's Jump is higher than Combat Jumping's, but not higher than Super Jump's. But an enhanced Infiltration's Jump could be higher than an unenhanced Super Jump. I don't know a good way to add it to the description that would perfectly make sense, but some words would be better than no words. Ideally, I'd love the detailed info for powers to show which effects use TravelBuff and indicate it uses the Suppress Stacking -
It's semantics. Clearly in context from our conversation, I am only talking about the movement effects of the P2W travel powers were copied into Infiltration. The infiltration power obviously has other things going on, such as accepting enhancements, offers stealth and defense, and is a power pick (in terms of build cost).
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Good catch, this is a valid bug. I saw in CoD that the power was redesigned to have a redirect for the AoE portion, however the power never added the effect to perform the redirect. This is a fairly easy fix and I passed along the bug to the devs. I think this will get patched soon, so when it does, please test again and determine if everything works right. I dont play Dual Blades, I just like reading power info files. So my eyes can only catch so much. Your playtesting will be important in making sure the bug fix is in fact a bug fix.
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Radiation Armor - Particle Shielding inconsistent absorb numbers
Bopper replied to RobotLove's topic in Bug Reports
You are capping your absorb. The max absorb you can have is 100% of your base HP. For a tank that is 1874.069 HP. 1075.31 + 798.76 = 1874.07 So what you're seeing is the 1st one still active when the second one fires off. It hits the cap, so it's truncated. Then the first one wears off, you apply the 3rd one that replaces the 1st one that worn off, and the cycle just oscillates from then on. -
The 4 you mentioned are not classified as travel powers. They are movement powers, certainly, but it's not the same thing.. Infiltration is deemed a travel power, just like Super Speed, Speed of Sound, Super Jump, Mighty Leap, Fly, Mystic Flight, and the P2W powers (Ninja Run, Athletic Run, and Beast Run).
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Concealment Pool Update: Stealth or Invisibility?
Bopper replied to Jimmy's topic in Developer's Corner
The two powers were literally combined. You get the best of what each has to offer. The OOC defense and concealment from Invisibility, and the In-Combat defense and non-OAS from Stealth. Seeing as how I would always take Stealth over Invisibilty before Page 2 (because of preference not requirements), I would say Invisibilty got buffed more than Stealth, given the fact I don't want to only be able to affect myself and I want the permanent defense from Stealth while in combat. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Bopper replied to Jimmy's topic in Patch Notes Discussion
From what I read from Dev comments today. Basically remove the 19 ft stealth you see in that link, then replace the 36 with 55 in the next row. Defense won't change other than maybe the fact using any power shouldn't suppress it. But attacking someone or commanding a pet or helping an ally will suppress -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Bopper replied to Jimmy's topic in Patch Notes Discussion
Here you go. This is what is currently on HC. https://cod.uberguy.net/html/power.html?power=pool.invisibility.stealth&at=blaster -
Concealment Pool Update: Stealth or Invisibility?
Bopper replied to Jimmy's topic in Developer's Corner
Those powers were mutually exclusive. But it is the same as old Invisibility by itself. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Bopper replied to Jimmy's topic in Patch Notes Discussion
In fairness, toggles didn't work when the power made you OAS. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Bopper replied to Jimmy's topic in Patch Notes Discussion
It doesn't suppress if your toggle doesn't affect an ally -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Bopper replied to Jimmy's topic in Patch Notes Discussion
To be clear, it only would have reduced your stealth, not removed your stealth. Your 55 ft stealth would have been reduced to 36 ft if your leadership toggle hit an ally (or any helpOther event). As for defense, it would also suppress, but you still keep the in combat defense that never suppresses. So something like 7% down to 1.75%. One could argue, perhaps the 7% should only reduce to 3.5% when helping other, then the 3.5% reduces to 1.75% if you get hit or attack.