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Bopper

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Everything posted by Bopper

  1. That's a game mechanic that removes too much bad luck from RNG. It will allow only so many misses before forcing a hit https://hcwiki.cityofheroes.dev/wiki/Attack_Mechanics#The_Streak_Breaker
  2. SM has a 120 degree cone, so if it's getting the arc buff, it's increasing to 180.
  3. Tanks can still hit 10, which is standard for a tanker cone (only a few hit 16). 90 degrees seems to be the cut-off for allowing cones to have the +50% arc buff. Slice and Flashing Steel were two powers that had their Arc decreased for tanker to allow the inherent buff, so their 130 degree arcs were reduced to 90 (135 after buff). I reviewed each attack and it seems there are no cones with an arc greater than 90 degrees that has the inherent arc buff.
  4. Looks like you did identify a bug. I went to look at the power info for Shadow Maul to see if there was truth to your statement and I did find something. PC has a 10' radius and 120 degree arc, SM has a 7' radius and 120 degree arc, HOWEVER, PC (and wide cone powers like it) are flagged to Disallow Arc Strength (thus, ignore Tanker inherent). Shadow Maul does not have this same flag. It likely was overlooked because the Tanker inherent went into effect in Page 4, whereas Shadow Maul had its arc increased from 45 degrees to 120 degrees in Page 5. It is certainly possible the Arc Strength Disallowed Flag was overlooked.
  5. Can you double check your testing, there are some things you stated that shouldn't be true. 1) You mention being able to hit 12 tgts using PC with EF, but can only get 8 tgts using PC w/o EF. PC has a base max of 10 tgts on a tanker, so if you're able to get 12 with EF, you should be able to hit 10 w/o EF. 2) You said it's easier to hit targets using Shadow Maul over Power Crash, yet PC has a 10 ft radius versus SM's 7 ft radius, and both have a 120 degree arc that should not be buffed by Tanker's inherent (the cut-off for increasing arc is supposed to be a base arc of 90 degree, iirc). Can you provide evidence of either of those things you stated? If either are true, you will have found a bug.
  6. @Tater Todd any chance you can test the Dominator Total Focus? See if the same issues are happening using TF on tough enemies (seems to be when target doesn't die?) Use original animation to start
  7. Dominators
  8. @Linescan you reattempt on spawns in Portal Court? I'm curious if you can repeat it. @Wavicle do you use any sound mods that might make your experience not the same as others?
  9. @Jimmy, unable to duplicate, but it might be a non-beta bug.
  10. @Jimmycan't duplicate, assumed fixed
  11. @Jimmy, can't duplicate, assumed fixed
  12. It would apply to any power. If it's minor and considerred a secondary effect, the endurance cost of the power has secondary effects baked in. It typically is when damage attacks have no secondary effects (DoT's, mezzes, debuffs) is when a recharge reduction (and an accompanied endurance reduction) is provided. Claws is an example of this.
  13. Certainly, it can also open up options where you don't need to take Tactics or slot Kismet. By that, I truly mean "options" and not "replace". Folks will have another choice on how they want to build for accuracy, which is nice
  14. Sound Barrier is doing 1/4th the Absorb is should be doing @Captain Powerhouse. It should be scale 0.15 since it has a 2s interval. Instead it is set to 0.0375, which is what would be used by a 0.5s interval. Both Show Floaters and !Show Floaters effects need updating.
  15. Don't forget Quick Snipes. CT will practically work as a damage buff
  16. I looked up Claw's Follow Up to see how it's mech'd. It is set for IgnoreLevelDifference, so it appears Brute and Tanker both need their Eagles Claw changed to IgnoreLevelDifference as well
  17. Nice find, I highly doubt that's intended. @Captain Powerhouse, should EC + damage buff be flagged as ignoreleveldifference?
  18. Actually, that used to be right. But Bone Smasher no longer is empowered, it's Barrage. Keep this open @Jimmy
  19. It certainly is good synergy. AA acts almost like a free lvl 50 IO enhancement to your Endurance Drain/Recovery debuff effects (it's actually stronger as it improves your enhanced debuffs by 40%, not the base debuff amounts). Certain pairings will play nice with AA, Dark Blast's toHit debuffs (on minions and AVs), Beam Rifle's regeneration debuffs, electric blast's drain effects, etc. Some folks won't take AA and thats fine, but plenty of folks will see such synergy and would enjoy the power for all it offers.
  20. I thought it was intentionally added. I'll look for it and PM you
  21. That is new to i27. Thanks to damage procs having a tohit check built in, it allowed taunt auras to slot taunt sets again. This is working as intended
  22. @Jimmy the first item has been changed. Glue Arrow is now Location AoE. As for the second, that can be merged with another Bug Report that I believe has been fixed. Safe to lock this one.
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