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Everything posted by Bopper
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Updated the Survivability Tool to version 3.0 and incorporated it into the CoH Tools and Formulas spreadsheet. Please let me know if there are any bugs, as the formulas have gotten quite busy and I may have missed a variable in a formula somewhere.
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I updated the Survivability Tool to version 3.0. This includes Arachnos having their Conditioning Inherent reflected in their Regeneration, Masterminds having their Bodyguard Mode for spreading damage across its pets, and incorporating the Purple Patch for changing the strength of enemy's damage as well as damage/to-hit debuffs. These updates were also added to the Bopper's CoH Tools and Formulas if you use that. This was a fairly rushed update to a spreadsheet that is buried in formulas, so please, if you notice a bug, please let me know.
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Actually...I will go ahead and add it. I just noticed I had not factored in purple patch for the to-hit and damage debuffs, so I should update the tool anyways. I'll add a field for number of pets, and if you are an MM, I will assume bodyguard mode and it will divide the number of damage based on the number of pets you have selected.
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I don't plan to add it. There is an oversimplified way of doing it and an extremely complicated way of doing it. The simplified way, you just multiply the DPS by whatever you feel is most accurate for the Bodyguard Mode. If you want to assume you always have 6 pets out (and alive), then your damage taken is 1/4th of what it normally would be. So multiply the DPS you set (or was calculated) by 4 and you have your answer. The complicated way is to encorporate the health of your pets and how long they would survive. You likely won't always have 6 pets out, so you would have fluctuations in how much damage you would be taking over time. Given level shifts, varying health pools, pet specific defenses/resistances, it would be quite difficult to try to incorporate pets into the tool specifically for bodyguard mode. So I would recommed the simplified way, but to cage it. You know x4 is best case scenario, so make up a worst case scenario (x2?) and you can give yourself a range of DPS performance you can check for your survival.
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Procs not working in Cauterizing aura and Frigid Protection
Bopper replied to Dazou's topic in Bug Reports
That is VERY odd. Can you provide a screenshot? -
Procs not working in Cauterizing aura and Frigid Protection
Bopper replied to Dazou's topic in Bug Reports
Not sure. @Number Sixmight know -
Mid's Reborn: Hero Designer
Bopper replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
https://forums.homecomingservers.com/topic/16930-mids-reborn-unofficial-mrbu/?do=findComment&comment=297323 -
Procs not working in Cauterizing aura and Frigid Protection
Bopper replied to Dazou's topic in Bug Reports
Good to know. I wasn't sure (from OOP, original originator post) if it never fired or it used Area Factor. This is a case where AreaFactor should be set to 1 since the effect can only hit self. *however*, what happens if another effect (outside of the Activation Effect Group) can use the same proc on targets (Dynamo, perhaps?...does that do endurance drain?). So it could become a slippery slope as I dont know if procs can distinguish between the two -
Make a bug report on this...and maybe also cross-post it with a Beta Bug Report. I wondered about this in beta and wondered what would happen with procs in the new Activate Effect Group, and it appears it's not working. It should work similar to an Auto power as AEG should not use the radius of the aura as it can't effect enemies. It is an auto-hit effect on yourself. My guess is it is either not working, or the radius is destroying your proc chance.
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It's a display bug common amongst DoTs which adds in Fiery Embrace damage erroneously. Here are previous comments on the bug.
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Mid's Reborn: Hero Designer
Bopper replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
I've experienced similar issues as well. I recommend changing the layout to a different number of columns and hope it fixes the graphics issue. For whatever reason, I think sometimes the powers layout might overlay on top of eachother, causing the issue you're seeing. Not sure if that's exactly it, but it seems that way -
My guess, a photo hint is always for a new power of a new set as opposed to a revamped power. I would assume a new set, like Earth Blast
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Looks like they showed it is working as intended. Their screeshots matchup with what is expected for various Fury levels. Only reason Tanker was close to Brute at 70 Fury was because of the BU +gaussian proc being active.
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Thanks, I'll review the discord. The folks who helped you are good at what they do, I trust their conclusions. But I'll double check, just in case
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Thanks. Did you test this on Live or on Beta? If both, did you see a difference?
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I see. I read it as Mids not changing the damage when fury changed. This should be easy enough to check in game, monitor combat attributes and see if damage bonus increases while attacking with energy melee attacks. If that is not increasing, then the inherent is broke. If it is increasing amd damage in combat logs is not increasing, then thats a weird bug, but we'll have are search narrowed
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If he saw that in game, sure. If he saw that in Mids, then no. From their post, that observation was made in Mids, which would not be a bug relevant to City of Heroes.
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Please, never use Mids as justification for a bug report. Please look at combat logs and in game info to decide if there is a discrepancy. Screenshots help too.
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When I play, I tend to zoom in and out as needed with my wheelscroll on my mouse. However, I also like zooming out as much as possible using /camdist 160. Unfortunately, whenever I zoom back in, I can't immediately zoom back out because the wheelscroll defaults to /camdist 80. It would be nice to have a settings option that can set the minimum and maximum zoom distance (camdist) used by a mouse's wheelscroll.
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Correct, they are very different. Tank: 14s recharge, 1.1819 scale damage, 8 ft radius (becomes 12 ft thanks to inherent). Dominator: 20s recharge, 1.1502 scale damage, 15 ft radius
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This isn't true. What is true (since Page 3 of Issue 26), Whirling Hands would do double damage if Energy Focus was active. Energy Focus had two ways of being granted: Successfully hit with Total Focus when Energy Focus wasn't already active (100% chance to grant). Successfully hit a stunned target with a different Energy Assault attack when Energy Focus wasn't already active (20% chance to grant). *Note, Whirling Hands does not have this effect, but the other Energy Assault attacks do When Energy Focus was granted this way, you would be locked out of being granted another Energy Focus for the next 15s. This made Whirling Hands limited to double damage once every 15s, at best. Whirling Hands has a 20s recharge, so recharging in 3s would be impossible. At best, it could do it in 4s if you are at the 500% recharge cap. Looking at Perma-Dom, it is a 200s base recharge for 90s duration and 1.17s cast time. To get to perma dom, that would require 200s/(90s-1.17s) = 225.15% (+125.15% global recharge and 100% base). Assuming you fully slot Whirling Hands with 95% recharge, that would get you to 320.15% total recharge. 20s/3.2015 = 6.25s. So what you would be getting with a dominator with exactly enough global recharge to reach perma-domination and 95% slotted recharge enhancement (100% pre-E.D.) in Whirling Hands is a 6.25s recharge time. Using Total Focus in between makes it roughly 3.5s gap before you can use Whirling Hands again.
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I provided a breakdown of average number of rewards per Super Pack (I'll copy it below). You could take those numbers and put in what the average value on the market is. Average per Pack Frosty Aegis 0.0441 Frost Bite 0.0441 Winter Ward 0.0441 Brain Storm Ideas 19.7125 Build Snow Beast 0.3256 Candy Canes 3.4716 Character Respec 0.0310 Enhancement Booster 0.2288 Enhancement Catalyst 0.1537 Enhancement Converter 0.7001 Enhancement Unslotter 0.7001 Winter IO 1.2079 Experienced 0.2699 Free Tailor Session 0.0667 Inspiration 0.9695 Reward Merits 9.7146 Windfall 0.0530
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That's fairly easy to program, but what exactly do you want to see?
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@Shenanigunner I haven't tried it yet with a bind, but I did have some questions to ask. Are the problems you're having possibly due to the limited range of Combat Teleport? TP has a 300 ft range that can be enhanced and strengthened, whereas CTP has a 100 ft range and can only be enhanced. Are you having trouble using it initially, or is it when you are trying to chain it back-to-back? Have you tested TP with the bind since the i27 update? If not, it might be worth seeing how it's working now and also compare that to how TP used to work for you. While looking at the two powers and its effects, I see no major difference between the two. They both require line of sight, however CTP animates so much faster. My guess is, the animation could be fickle. TP has a 0s recharge and its effect begins 0.8s into the animation and the TP itself happens at the 2s mark (0.8s to start + 1.17s delay). CTP has a 6s recharge and its effects start 0.5s into the animation and the TP itself starts at 0.8s (0.5s to start + 0.3s delay). CTP also has charges that allows it to instantly recharge the power that could make it a tad clunky when trying to chain CTPs in a row. I say this because the instant recharge isn't granted until after a 1s delay. That makes the CTP animate in 0.8s, however it takes 1.5s (0.5s to start + 1s delay) to recharge again. So there will be a window where you might be trying to use CTP again and the power isn't recharged yet.
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Super Pack drop data
Bopper replied to AboveTheChemist's topic in Unofficial Homecoming Wiki's Forum
For the big tables, it used to have a column called Repeatable. If it's easy enough to add back in, you could re-title it as Count and then enter the amount for each card.