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Everything posted by Bopper
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The only things to care about are enhancing its recharge and resistance as well as set bonuses. If you don't need set bonuses, then I would recommend what Snarky mentioned while I'd also recommend enhancement boosters. You can make an enhancement a +5 which increases its effectiveness by 25%. A resist/recharge IO will be 62.5% of a single Resist IO and Recharge IO. So the +5 will turn this into 78.125% effectiveness per enhancement. If you 3 slot a +5 level 50 Resist/Recharge IO, it will be equivalent to slotting 2.34375 Resist IOs and 2.34375 Recharge IOs into the power. Before ED that would give you 99.375% recharge reduction and 59.625% resistance enhancement. That's practically 3 SOs of each.
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You should make a bug report. I'm unaware of any intended changes to those powers in the recent update.
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Proof in comment section that there is no bias.
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Mid's Reborn: Hero Designer
Bopper replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
Never got done, probably never will -
Your playtesting experience is similar to my own. I tested Degenerative Core and Radial as well as Reactive Radial and I did not see much of a difference with pylon times. I never tested it in farms, though. As you noticed, Reactive's DoT is 25% more base damage than Degenerative's DoT and the -resistance that can come from Reactive will boost the effects of the DoTs (the first tick might not get the benefit but subsequent ticks will get it). Degenerative is powerful for both its burst and sustained DPS. The debuffs are quite effective early on, essentially removing 3.5% of the target's HP until it caps at 4 stacks. Even in long AV fights, that's useful as the sustained lowered max HP acts as lowered HP/sec which translates to effective DPS. Keep in mind, that debuff is diminishing returns as it works off the current maxHP everytime it's applied. So you'll lower the target's HP to 96.5% the 1st time, then 96.5% of that 96.5% the 2nd time, 96.5%^3 the 3rd time and 96.5%^4 the 4th time. So it settles out around 86.72% at its saturation point (this likely will fluctuate as the probability of how many active stacks at the time of a new stack will fluctuate). Still, that's roughly 13% of a targets HP removed for free and the benefits of the lowered regeneration over time. Other things to factor in, Toxic damage is the most commonly resisted damage type in the game while Fire damage is the least commonly resisted damage type (point for Reactive). So when all is said and done, these two will land fairly close in performance. They clearly are the top 2 interface procs for DPS. And the faster your attacks animate, the better as you can add more stacks more quickly and sustain higher stack counts for botht he debuff and DoT.
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It's an oversight. Ping one of the devs and let them know of the bug
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This isn't exactly a bug report. You might want to ask this in the General Discussion forum. I haven't played with it personally but I would imagine powers that you grant that either grant or drain endurance gets 28% stronger (more buff/drain)
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That is not correct. It likely is from your old 2.7x version of Mids that got saved in your configuration.json file. You want to change your update url to https://midsreborn.com/mids_updates/update_manifest.xml
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I haven't posted a build on the forums in quite a long time, so I don't know where it stands with the current version of Mids. In the past, I found Long Forum exports never worked for me, but Short Forum exports did. The Export to Beta Server is simply a macro that gets created when you're on Brainstorm to auto-populate your enhancement tray with all the enhancements your build uses. It actually does this with two buttons as you won't have enough slots to carry all enhancements at once. So you use the first macro button to get all your enhancements, then after you slot them manually, you refill your tray with the second macro button. You still have to level your character on Beta, however.
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Fair, however for internal testing any info about it needs to come with a caveat that everything is subject to change/removal for Page 2. Afterall, closed beta is a bit of a sandbox at times, things will get tested just to see if it can work and not necessarily get implemented. So if the community is mature enough to understand that such a heads up is in no way a guarantee, then I could see the HC team providing that info to the community. But if it turns into flame wars and crying foul over things that were promised (when they weren't actually promised) not being included, then clearly such forthright information would likely become a reverted practice.
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My guess is, they were busy with I27, then took their 1 month vacation for the holidays afterwards. Maybe when Page 2 drops you'll get another one, but I don't really see a need for posting the same thing. If something changed, sure, let us know. But everything in that roadmap is ongoing and very little has likely changed in 5 months in regards to their vision.
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I agree, and I appreciated the roadmap that was provided in that link. It certainly was good information to provide the community about the direction the game is going and why.
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I've seen the flame wars that came from roadmaps and teasers that came out shortly before I27 beta. Not sure if that really helps honestly. Edit: Link to the roadmap I'm thinking of. I'm sure it's 82 pages of friendly discussion.
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That seems to be a graphics rendering issue that we still haven't found a solution for. I recommend adjusting the column number layout and/or change the screensize of your Mids app to try to trigger the graphics to render. Once it does, you should be able to go back to your original settings and see everything.
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I disagree. My experience has seen most beta testers quickly get bored. They see the first set of beta patch notes, get excited, test like crazy, then move on and go back to playing on live. That's fine, that's human. The reason why things last a long time on Closed Beta is because of mechanical bugs. I was there for the initial closed beta release and I saw the same enthusiasm there as I did on HC's beta, and I saw the same dropoff in testing feedback after a week or two that I saw on HC's beta. But here's the difference, all the efforts on early Closed Beta were people finding the same bugs. Huge bugs. Obvious bugs. But after those bugs got ironed out, many of those early testers disappeared. The relatively few testers remaining were left with searching for the harder-to-find bugs that were not obvious. Things like Titan Weapons not granting momentum if your target dies, or procs not working properly in auto-hit powers. The best thing that came from HC beta was the renewed early enthusiasm which found a wealth of bugs that even months of closed beta testing missed. What made it great was early enthusiasm wasn't wasted on those easy bug finds (like on initial closed beta when Titan Weapons had the following issues: Tankers granting Crit hits, enhancements not buffing the powers, and losing set bonuses when Fast version of powers were used). I recall waiting for those types of bug fixes prevented people from continued testing of Titan Weapons because why would you want to test something you know is already not working? So the long test period on closed beta was a grind for the testers that look for these types of bugs and re-attacked these bugs when new fixed were implemented. The new Activation Effect Group was not around on the initial pass of closed beta, that was new code implemented when there were unintended interactions of early versions of powers that tried to automatically grant an effect without needing to hit a target (Energy Focus, Momentum, etc). That was a huge code change that came roughly 2 months into the closed beta cycle. But it was worth it, as what was released on HC beta was far more polished and allowed better feedback of the gameplay of the changes as opposed to the mechanical bugs of the changes.
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Bio Armor and Run Speed Unintentional Interaction
Bopper replied to Steampunkette's topic in Bug Reports
It looks like it's working as intended. The buffs it provides when in Offensive Adaptation (or the weaker buff provided by Efficient Adaptation) is a Movement strength buff, not a Movement current buff. So it's basically an enhancement effect provided to all your powers that provide a Fly or Run speed effect (which includes Athletic Regulation's base movement effects). The reason why I strongly suspect this is working as intended as opposed to a typo in the effect set up (selecting Strength instead of Cur, for example) is because the effect is flagged to ignore Strength/Enhancement buffs. This is typical of effects that boost strength (otherwise you get huge interactions when combined with other strength buffs like Power Boost). The Run and Fly speed buff from base Athletic Regulation does allow Strength/Enhancement buffs (obviously, it takes Fly/Run enhancements), so again I see everything set up as how it should. -
I recall you did provide good testing feedback. But about 5 days after the first I27 beta release you seemed to mostly disappear (maybe you provided more feedback and I missed it, but I'm not sure). So I figured you stopped testing. When Page 2 drops on Brainstorm, if you'd like to join my Discord server you're welcome to. Like Jimmy said, it is an unofficial Beta testing discord that is run by a volunteer (me). If you are active and constructive (either with Forum feedback or discord feedback), I'd be happy to provide you with a closed beta invite for future Page 3 testing.
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Suggestion: Database tweak for Invulns.
Bopper replied to Hyperstrike's topic in Mids' Reborn Hero Designer's Forum
Follow on update to this. I was able to confirm the main buff (non-stacking, 5% on tankers, 3.75% on others) only is on if you hit one target. So I updated our database internally to not have those buffs turn on when you set the slider to 0. You'll now have (tanker values) 0% at 0, 6% at 1, 7% at 2, ... 15% at 10. This change will be included in the next update. Again, if you or anyone else know of other powers that should get this treatment, let me know. Tell me what the values should be in game at 0 targets, and I'll take it from there. -
They certainly could. I'm actually surprised it hasn't been done already since it would be very easy to implement. My guess is, if they are holding off on making this change it is because they might have additional ideas for the set. No point in touching a set for one thing if it's gonna get a balance pass anyways. Again, that's a guess.
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Are ranged snipes supposed to be instant?
Bopper replied to DougGraves's topic in General Discussion
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Suggestion: Database tweak for Invulns.
Bopper replied to Hyperstrike's topic in Mids' Reborn Hero Designer's Forum
One caveat I must make when suggestions get made for changing the minimum slider from 1 to 0, I need to know if there are effects that will work when 0 targets are hit and I need to know if there are non-stacking effects that still needs a target to hit. -
Suggestion: Database tweak for Invulns.
Bopper replied to Hyperstrike's topic in Mids' Reborn Hero Designer's Forum
Good point, I can change that. Are there any other sliders you know of off-hand that should have their default set to 0? -
I think that would be a @Jimmyor @Cipher question. It certainly would be good to have.