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Everything posted by Bopper
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It means we can't have multiple people simultaneously make changes as we wouldn't be able to merge those changes given the binary nature of mids database. Mids is accessible to the public if you want to look at it.
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Mids used to pull from game files, but the game changed too much to do that anymore. Now, all edits to mids are manually done by editing the database. Now that we have RubyRed's tool, that makes it easier to get the right numbers, but it takes time as all database entries are done one at a time given the binary nature of the database.
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Looks like there's some history on this. There was a time where Corruptors in mids were showing bad data. So it got fixed through some hackery. Then it turns out the root cause of the problem had to do with Modifier tables. When those got fixed, the previous hackery resulted in corruptors having bad numbers once again. So...looks like we have to get on this. I just fixed Dark Blast, but it'll be awhile before I can fix every powerset.
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I'm noticing a theme. It looks like all Corruptor damage was set to 2/3rds of what it's supposed to be. Sigh...guess I'll be busy for awhile.
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It wasn't just the first two powers. Almost every attack in the set needed its damage increased by about 50%. I just fixed it internally and will be released in the next update of mids. I'll review the rest of your post as well, but for now Corruptor Archery has been fixed.
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It could have been someone trying to set up a low bid of 1 mil and accidentally hit an extra 0.
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Mid's Reborn: Hero Designer
Bopper replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
Yes on the first. I noticed the + marks and figured those were left there by accident. The HP/sec will come back. -
Mid's Reborn: Hero Designer
Bopper replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
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Need assistance on updating Mids
Bopper replied to Nafsmar's topic in Mids' Reborn Hero Designer's Forum
We released Mids 3.0 yesterday. I recommend re-installing to the new version. The I27 updates are in there. HOWEVER, there are some known bugs in the new version, so be patient with us as we work on those. -
I am questioning displayed information. Monitoring combat attributes is good, however I have experienced delays in numbers updating on that window. So using the combat log would be more useful as the To-Hit roll will be definitive in telling us if you did in fact get the To-Hit buff (while also telling us the To-Hit buff was removed before the combat attributes window updated).
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The to-hit buff is supposed to go away after you attack. You can test this though, to confirm. Test against something you don't have a 95% chance to hit against. Then monitor your to-hit rolls with and without Combat Teleport. I would like to know if you use CTP then attack, do you get the To-Hit Buff before it suppresses
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Damage Enhancements and Damage Procs not working with Spring Attack
Bopper replied to Qabal's topic in Bug Reports
Looks like this bug has been around for a while -
Cauterizing aura breaking stealth with invisibility on
Bopper replied to Olly's topic in Bug Reports
Have you tried to remove the proc to see if you still have the issue? You might be right that there is a bug, but the bug might be in that proc. Not sure how procs like that work, but if it is somehow flagged to notify mobs, it could be the root cause. -
That somewhat depends on how you use Combat Teleport. In general, you might prefer having it in Build Up. It will be fairly reliable (90% chance to fire every 30s if you slotted enough recharge, depending on how you slotted it). To equal that same performance, you would have to use Combat Teleport 8 times in a 30s window. You probably aren't going to do that. But who knows, folks might get creative with macros and warp/attack everywhere, giving them a steady stream of proc chances. Personally, I would slot Combat Teleport with Gaussian if I didn't get a Build-Up nor Aim, or if I'm low level and my Build Up is only up every minute or so.
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Follow up on my Gaussian proc test in Combat Teleport (no recharge slotted). The expected proc rate is: (6+0.67)/60 = 11.1167% Test Results: 2472 Activations, 290 Procs (11.73%) Safe to say, procs are working as intended in Combat Teleport.
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@Rejolt @5099y_74c05 It was bugged in beta, but it got fixed. I'm in the process of doing a large sample size test to see what the performance is like on live, but it should be proccing at 11.11%. So far my early results suggest that to be right. Also, the charges don't change proc performance, it will be 11.11% everytime.
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Ha, I should've known to check the design formula. For what it's worth, I wish they bring back the DoT crit and honor the blood stacks for scaling the crit damage. I put a feeler out there half a year ago to see if folks would be willing to take a crit dot as opposed to up front crit damage, and up front won. Oh well.
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This is somewhat conditional. They basically set the critical hit to the equivalent of between 3 and 4 blood stacks. At 3 blood stacks, you would do 2.5856 scale damage, and at 4 blood stacks would do 2.6508 scale damage (after the ticks play out). I'm not sure how they came up with 2.6 scale for its damage, but I have a theory. At non-max stacks, you do 5 ticks of 0.326 scale damage. Assuming no blood stacks buff, that would do 2.39 scale damage. At max stacks, you do 6 ticks of 0.343 scale damage. Assuming no blood stacks buff (silly, since we already said "at max stacks", but bear with me), the damage would be 2.818 scale damage. If you average those two numbers, it is 2.604 scale damage. Pretty close. Here is a breakdown of the damage in issue 27 compared with the bugged issue 26 version. The cells that are black/white are individual breakdowns of the damage. There is the up-front 0.76 scale damage, then DoTs (5 or 6 ticks). Notice in issue 26 there were two DoTs, now there is only one. This breakdown is for PvE only. If I showed what PvP was doing, it would also show brokenness, but in an unfavorable direction (no DoTs). Finally, not shown, but the Issue 26 non-hide crit is shown below as scaled damage, but it also subtracted 0.76 non-scaled damage from the end result. This is a weird one, as it was a damage offset that used no AT modifier tables and not enhanceable. If your Crit was supposed to do 100 damage, you'd see 99.24, if it was supposed to do 200 damage, you'd see 199.24. Bonkers. Issue 26 attack from hide (Chance = 100%) Stacks Tot Base DMG Crit DMG Std Big DoT Small DoT Crit Std Crit DoT1 Crit DoT2 0 7.528 3.08 4.448 0.76 1.63 0.69 0.76 1.63 2.058 1 7.76832 3.1728 4.59552 0.76 1.6952 0.7176 0.76 1.6952 2.14032 2 8.00864 3.2656 4.74304 0.76 1.7604 0.7452 0.76 1.7604 2.22264 3 8.24896 3.3584 4.89056 0.76 1.8256 0.7728 0.76 1.8256 2.30496 4 8.48928 3.4512 5.03808 0.76 1.8908 0.8004 0.76 1.8908 2.38728 5 9.4592 4.2736 5.1856 0.76 2.4696 1.044 0.76 1.956 2.4696 Issue 26 attack from not-hide (Chance = 100%, yes…a 100% but the damage is equivalent to 1 tick) Stacks Tot Base DMG Crit DMG Std Big DoT Small DoT Crit 0 3.406 3.08 0.326 0.76 1.63 0.69 0.326 1 3.51184 3.1728 0.33904 0.76 1.6952 0.7176 0.33904 2 3.61768 3.2656 0.35208 0.76 1.7604 0.7452 0.35208 3 3.72352 3.3584 0.36512 0.76 1.8256 0.7728 0.36512 4 3.82936 3.4512 0.37816 0.76 1.8908 0.8004 0.37816 5 4.6648 4.2736 0.3912 0.76 2.4696 1.044 0.3912 Issue 27 crit from either hide or non-hide (Chance = 100% from hide, Chance = 10+% from non-hide Stacks Tot Base DMG Crit DMG Std DoT Crit 0 4.99 2.39 2.6 0.76 1.63 2.6 1 5.0552 2.4552 2.6 0.76 1.6952 2.6 2 5.1204 2.5204 2.6 0.76 1.7604 2.6 3 5.1856 2.5856 2.6 0.76 1.8256 2.6 4 5.2508 2.6508 2.6 0.76 1.8908 2.6 5 5.8296 3.2296 2.6 0.76 2.4696 2.6
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Combat Teleport is faster animation (0.67s vs. 1.00s). Combat Teleport doesn't root you, so you don't lose momentum while using it and you don't turn to face when using powerexecloc. You can slot Combat Teleport for Range enhancements, however you cannot buff its range with outside buffs (set bonuses, boost range, etc). Also can be slotted for recharge, however I dont think your charges will reset when the power recharges. I think a lockout period happens with those. Combat Teleport grants a to-hit buff, and those buffs stack if you want to spam your charges. Could be neat to put gaussian proc in there.
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You can't trust Mids for it, yet. But I can tell you the data in terms of damage scales. Boxing is 0.76 Kick is 0.84 Cross Punch is 1.27 When you own 2 fighting pool attack powers, increase their base damage by 15%. Boxing is 0.874 Kick is 0.966 Cross Punch is 1.4605 When you own all 3 fighting pool attack powers, increase their base damage by 30% Boxing is 0.988 Kick is 1.092 Cross Punch is 1.651
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Mid's Reborn: Hero Designer
Bopper replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
It depends. If you know how to follow the instructions and how to backup your database, I would say go ahead and do the update. But if you fear breaking Mids or fear not being able to properly reinstall Mids if you do break it, then it would be best to wait. But there is no estimate at this time as to when the new version of Mids will be released, so weigh that information as well in your decision. -
Radius doesn't increase for cones on tankers. It should only be an Arc increase. I havent checked, but I would assume Tanks get 75 degrees for the arc on Cross Punch
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[Suggestion]: Sonic Attack - Echo Mechanic
Bopper replied to Bopper's topic in Suggestions & Feedback
Interesting idea, a continual lullaby that would eventually get a hard target to go to sleep, or to make a low target go back to sleep. Like a mag 1 stacking sleep dot with 4s duration. -
Captcha to Access Forum?
Bopper replied to CrudeVileTerror's topic in Website Suggestions & Feedback
I will add, I have not seen a captcha screen. But I heard folks who use VPN have been seeing it. So my nuisance experience is probably much less than yours. -
Captcha to Access Forum?
Bopper replied to CrudeVileTerror's topic in Website Suggestions & Feedback
Not sure when it started, but last night (16 hours ago, perhaps), the HC forums were super sluggish. Every page took about 10s to load. Sometimes not everything would load. It likely was a DDOS attack. About 9 hours ago, the forums went down for emergency maintenance (roughly 30 minutes) and this new feature was added this morning. Personally, I love it compared to how the forums were last night. Ill happily trade 2s of a ddos protection screen as opposed to 10-15 seconds of waiting for every topic I click on (or page I change).