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What did they used to be?
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For some additional context, although having a quicker Hit Time is good for making sure your attack's damage is applied before something dies, there are detriments to having too early of a Hit Time. Here are some made up examples. Let's say there are 2 powers, both with a 2s cast time and both apply a Resistance Debuff of 10s duration. However, one of those powers has a hit time of 0.5s and the other has a hit time of 2s. Which do you prefer? Well, the 2s hit time means the debuff is applied at 2s, giving you 10s worth of debuff starting with your next attack. As for the 0.5s hit time, its debuff starts at 0.5s, but your next attack doesn't happen until you finish animating this attack. This results in you getting only 8.5s worth of debuff window for your next attacks. That last part sounds bad, but it's not if you are playing in teams as it would allow you to debuff the target more quickly, allowing for your teammates attacks to get the benefits of the debuff more quickly. So I won't say one way or the other which is best. I will say the answer depends on situation.
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It's technically not wrong. Irradiated Ground summons a pseudopet at the location of the user. So the single target is technically you. Then the summoned psudopet handles the AoE side of things.
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Bopper replied to Bopper's topic in General Discussion
You did notice a good thing, tankers should have their scale changed. But if they can do the same thing to Spring Attack as they did with Tar Patch, they could get rid of all the extra effects and just give it the Scale of 1.00 that they seem to be trying to do -
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Bopper replied to Bopper's topic in General Discussion
@siolfir Yup, user error. I didn't look at every effect. I added the sentinel damage to the post above. -
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Bopper replied to Bopper's topic in General Discussion
Good point, I'll look. Its possible I'm looking at an old set of def files. I also didmt scroll throw everything, so Sentinels might have been listed at the bottom of the effects list. -
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Bopper replied to Bopper's topic in General Discussion
@Sir Myshkin I have added a few extra columns. It's bordering on cluttered, but I tried to keep it as tidy as possible while still providing you with the ability to filter as you wanted. All, Some known bugs with no ETA on fixes... some attacks don't have damage parsed so nothing shows up. Also, some attacks use magnitude expressions which I do not try to parse and incorporate. Case in point, Proton Volley (Quick Snipe) shows up as a 9.12 scale damage attack. This is because the snipe does 4 ticks of Scale 2.28 damage. However, the Magnitude Expression uses a To-Hit formula for the damage (like all Quick Snipes do), but that expression is different from others in that it divides it by 4. So the devs chose to accomodate the DoT in the mag expression instead of the scale...so, that's why my tool shows the data incorrectly. Oh well. CoH_Homecoming_of_Data_Page5.xlsx -
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Bopper replied to Bopper's topic in General Discussion
I am using PiggViewer to convert the pigg files into binary files, then I am using RubyRed's tool to convert those binary files into JSON files. RubyRed's tool does all of the heavy lifting. I then use my MATLAB tool to parse the file structures and JSON files to build up my datasheets, then I take those sheets and output them into the excel file. I can run it on Homecoming, Beta, whatever. I can generate this on any server as long as I have the pigg files and the converted binary files are still structured the way RubyRed's tool can handle. -
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Bopper replied to Bopper's topic in General Discussion
Last I recall, the attack was bugged. I don't honestly know if it ever got fixed. It used to not take the enhancements that you slotted, so you couldn't enhance the damage and the procs wouldn't fire. Some have said that was fixed, but I have not seen anyone show evidence of that. -
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Bopper replied to Bopper's topic in General Discussion
Good catch. It appears there are two reasons why I don't have it. One, Spring Attack uses Requires that checks the AT of the user. I only do this check on Epics because I thought that was the only time the AT source gets checked...whoops. But, it does not matter because the damage doesn't show up in RubyRed's tool anyways. I checked the Def file and it appears that each effect that checks for a specific ATs has a damage scalar that changes based on the AT. I don't think the tool has a good way of handling that. This problem likely exists elsewhere with any power that changes Damage Scales based on the AT. For what it's worth, this is the scaled damage for Spring Attack. It works like Thunderstrike with a MainTarget portion, and an AoE (hits MainTarget and Secondary Targets) that has a max target of 10 with a radius of 5 feet. I imagine, since the damage scalars vary, the base_value is the Pet base_value of 55.6102 AT | MainTarget | AoE Scrapper | 1.13 | 0.56 Dominator | 1.05 | 0.52 Blaster, Stalker, VEATs | 1.00 | 0.50 HEATS | 0.85 | 0.42 Tanker | 0.80 | 0.39 Brute, Corruptor | 0.75 | 0.37 Controller, Defender, Mastermind | 0.55 | 0.27 Sentinels | 0.95 | 0.4631 -
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Bopper replied to Bopper's topic in General Discussion
That is the only reason why I learned how to code (somewhat). I wrote simple games like Yahtzee to learn how to make GUIs using MATLAB. That's the program I'm using to make these excel spreadsheets, doing a bunch of actxserver commands that I used before and relearned for this project. -
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Bopper replied to Bopper's topic in General Discussion
I lkke the idea, but I would need a tutorial on how to do that in excel. -
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Bopper replied to Bopper's topic in General Discussion
Here is another look, with Base Value, Scales, and Base Damages all shown in one. Is this too busy, or ok? I also converted DPA to be actual damage, not scaled damage -
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Bopper replied to Bopper's topic in General Discussion
I added Base Damage. I'll show a preview of Warshade since it's probably the most interesting given the different forms it can take and the varying base damage those forms have. Next up, work on adding some categories for easier filtering. -
I thought these were supposed to be fake predictions...
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Bopper replied to Bopper's topic in General Discussion
I am working on code updates for some of the feedback I received so far. One of those feedback items is the AT Mod Damage...basically, what is the base value for damage? I can show this one of a few ways, but I want to limit how many extra columns I create. So I propose two options, I could: Add a Base Value column next to the DMG and DMG2 columns, in which case it becomes the user's responsibility to multiply the Base Value to DMG and DMG2 to get the Base Damage of a power. Or, I can replace the Scalar values of DMG and DMG2 with the Base DMG by doing the multiplication for you. This would keep the number of columns the same, but you will no longer see the normalized scaled damage. -
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Bopper replied to Bopper's topic in General Discussion
I should have clarified what Dmg2 is. That's splash damage. So attacks like Thunderstrike, you can now see how much damage the main target takes and how much secondary targets take. If there is no difference, the Dmg2 is unused. You will see some cases where Dmg2 is displayed, but not Dmg. Thats the case when powers have an effect that hits the caster (main target) and damage that doesnt hit the caster (secondary tgts only). Some blaster damage auras do that. -
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Bopper replied to Bopper's topic in General Discussion
I think i can add that -
It all depends. For a Tank/Brute, the damage is equivalent to approximately 10% of your base health while for the stalker it's roughly 14% of base health. But Stalkers get the benefit of their crit preventing the special damage, so they can somewhat mitigate it in that way. For the most part, I don't think you have to worry about punching yourself to death unless your build is already taken a lot of damage.
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Great find. Wow, I did not know Energy Punch used to have a 0.57s cast time. I'd love to have that again. As for Energy Transfer, the damage it's showing looks like a bug in their program. It's including the self inflicted Special Damage (funny enough, I had the same bug in my current project of recreating City of Data, so I also had to fix my logic). So you're getting 4.56 + 3.75 = 8.31. Troo already showed you the old numbers. For the new numbers, the special damage is: Brute: 156.4 Tank: 198.11 (Due to Page 4 Tanker Buffs to melee damage, the self inflicted damage also went up) Stalker: 166.83
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The damage is 3.75 scale for Brutes/Tanks and 3.00 scale damage to Stalkers, if i recall correctly. Not sure what it was during live.
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While they're at it, fix the calculation on Barrage, which includes the Fiery Embrace damage (which apparently is a bug for all DoT attacks?).
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Some ideas... For stalkers, instead of having Crits remove the self damage, let the attack crit for double damage but you also take double self-damage. Is it chaotic? Yes. But omg it would be fun dropping Hemorrhage strength crits on somebody (and not in DoT form!). Reduce the cast time of TF. No single target attack should have a cast time higher than 3s in my opinion (I'm looking at you, too, Concentrated Strike), unless it gets a damage multipler based on the length of the cast time. Give Whirling Hands a damage buff. It currently does less damage than it's supposed to per the design formula. Whirling Axe is the same way, that needs a damage buff too. Give these attacks damage closer to Whirling Mace or Whirling Sword. Add some knockup to the set.
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Bopper replied to Bopper's topic in General Discussion
That is odd, keep me informed. I have nothing weird embedded. It's just text, some formatting (background color, alignment, basic stuff), and i have a filter bar set up on the top row and the first row and column are freezepane. If you continue to have issues, PM me and I can make tweaks to any of those formatting options and we'll figure out what your program doesn't like. -
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Bopper replied to Bopper's topic in General Discussion
That is weird, I dont get a delay with loading. Is it the excel file or Google sheet?