-
Posts
3842 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Bopper
-
Your source is from i23. In i24 (which was in beta at the time of shutdown), they changed the formula. I speak to it here, and I link to my sources in this guide:
-
Toggles will only proc once every 10s, and that 10s will be used by the formula. Chance = PPM x 10s / 60s / (1 + 0.15 x 0.75 x Radius)
-
There are some bugs and misinformation (the tick rate in toggles don't matter). If you'd like to cross reference your formulas with my own, you can use my tool here:
-
Cold, Dark and Trick Arrow are all very strong.
-
issue 27 Focused Feedback: Symphony Control
Bopper replied to The Curator's topic in [Open Beta] Focused Feedback
I assume you're seeing the 10000% KB resistance. That is overkill as KB's max resistance is 99% meaning the foe will have KB magnitude reduced to 1% strength. So unless a person hits the target with over 75 KB, they should always be knocked down instead of back. -
issue 27 Focused Feedback: Toggle Suspension and Suppression
Bopper replied to The Curator's topic in [Open Beta] Focused Feedback
I had wondered about this but haven't seen any test feedback on it and I had not been around to test it myself. I was under the impression that when you turn off a toggle the effects from that toggle are immediately gone. This is why you shouldn't still be flying for up to 2s after you turn off group fly. Detoggling is effectively deactivating (I would presume) and I would imagine effects from offensive toggles are immediately removed when you're mezzed (and thus, detoggled). Toggle suppression might not be the case. I believe the effects of the offensive toggle will still remain but updates/refreshes are not applied until suppression wears off. It would be a good test to use Power Analyzer on a target and see what happens to the effects of hurricane when you are mezzed on Live versus when you are mezzed on Beta. -
Haha, thanks. 2.5 years later and I never remembered to come back to this. Your numbers are right. And if anyone wants a calculator that does this math, I have one available in the tools section. Just look for the sheet called cancel-on-miss and it will show your average performance and probability of getting exactly X ticks, using a DoT with any probability and any number of ticks.
- 12 replies
-
- interface
- damage over time
-
(and 3 more)
Tagged with:
-
Thrust: Running Speed / Increase Run Speed (Bug or Feature?)
Bopper replied to tidge's topic in Bug Reports
@tidge can you test this with Speed of Sound as well? Also, can you test without Thrust but still reach the speed cap (120 mph)? It might help find a root cause if Thrust is causing the issue or if it's your speed when Thrust is slotted. -
To make it more difficult for enemies to hit you if you're detected/perceived when trying to travel or trying to stealth a mission. It's also there as a means to retain the old slotting options for those who originally had the Invisibility power.
-
issue 27 Focused Feedback: Attack Typing Adjustments
Bopper replied to The Curator's topic in [Open Beta] Focused Feedback
The phrasing of "two attack types" is certainly a poor choice given the context. Perhaps it should say "two attack tags". The next sentence is clearer in this regard. Each attack will have *up to* one Positional tag (Melee, AoE, or Ranged) and *up to* on Type tag (S/L/E/N/F/C/P/T). -
issue 27 Focused Feedback: Toggle Suspension and Suppression
Bopper replied to The Curator's topic in [Open Beta] Focused Feedback
I did not see that in the patch notes (but they are long and I could have overlooked it). If there is that designation somewhere it should be fixed. As to the point I was making earlier in regards to using the word "suppression", I simply meant it exists already as a mechanic - typically in PvP but also for things like Stealth/Hide, where you attack and you have to wait 8s until your stealth effects return. The mechanical difference between suppression and cancellation is a mod that is suppressed still exists (it just does nothing) while a mod that is cancelled disappears. You can make those two things look exactly alike as we see with armors that cancel when mezzed. The effects of the armor are removed while mezzed, but thanks to the periodic nature of the toggles you don't wait long for a new effect to be re-applied right after you are unmezzed. Ultimately, it's sort of symantics. But hearing "suppression" of a survival toggle had me concerned that it was doing something it wasn't supposed to be doing. -
issue 27 Focused Feedback: Toggle Suspension and Suppression
Bopper replied to The Curator's topic in [Open Beta] Focused Feedback
They take 8s to re-hide -
issue 27 Focused Feedback: Sonic Attack Revamp
Bopper replied to The Curator's topic in [Open Beta] Focused Feedback
I think you might be misinterpretting it. There are now 6 debuffs. They each can stack their debuff with the others, however if the same debuff is re-applied it will not stack with itself (it will refresh the duration, though). The six debuffs are: Short: 8s duration for 12% (all powers will apply this) Lingering: 10s duration for 8% (Shriek and Scream will apply this) Extended: 12s duration for 8% (Shout will apply this) Prolonged: 15s duration for 8% (Screech will apply this) Wide: 8s duration for 8% (Howl will apply this) Extensive: 20s duration for 8% (Dreadful Wail will apply this) So if you use Shriek, it will not remove your Dreadful Wail. They will add up. But if you use Shout, then use Shout again, you will just be replacing the Extended debuff but not add a 2nd one. The only ones that don't add up with eachother are Shriek and Scream. -
issue 27 Focused Feedback: Toggle Suspension and Suppression
Bopper replied to The Curator's topic in [Open Beta] Focused Feedback
I see what you mean now. Technically that isn't suppression (like how it's being used in this thread). When you are held, the effects are being canceled. When the mez wears off it goes back to working. -
issue 27 Focused Feedback: Toggle Suspension and Suppression
Bopper replied to The Curator's topic in [Open Beta] Focused Feedback
Which powers specifically are you referring to? The only toggles that get suppressed are offensive in nature (as in impacts a foe directly in a negative way - either via damage or debuffs). If you're seeing non-offensive survival toggles do this, I'll take a look. -
issue 27 Focused Feedback: Attack Typing Adjustments
Bopper replied to The Curator's topic in [Open Beta] Focused Feedback
If you are ever having trouble finding set bonus options, I recommend this link. Nicely organized by set bonus type and you can see how many pieces of a set are required. https://homecoming.wiki/wiki/Set_Bonus_Comparison_Tables -
The checks are independent. So let's say you pick an incarnate where the debuff is 25% and the DoT is 75%, you effectively get two independent procs. 25% chance for debuff and a DoT that has a 75% chance of doing damage on each tick. This DoT is cancel on miss, so as soon as one tick misses no more ticks of damage can go off.
- 12 replies
-
- 1
-
-
- interface
- damage over time
-
(and 3 more)
Tagged with:
-
issue 27 Focused Feedback: Sonic Attack Revamp
Bopper replied to The Curator's topic in [Open Beta] Focused Feedback
First I'd like to commend you and Myrmidon on your testing. I like the approach used and it is an interesting data point. There was some questions left to be had with the reporting though, so I reached out to Myrmidon to ask about the build they used for the Beta test. They mentioned it was a direct Live port and the build did not have Screech nor Siren's Song. I'll be curious to see how the test times will change when those get incorporated into the build. Personally, I'm surprised the gap between Live and Beta wasn't wider, but then again a Kin buffing a blaster will do most of the heavy lifting anyways so perhaps there won't be much of a change in performance. Only more testing will tell. The lack of Screech on the pylon was definitely a handicap as that is a loss of 8% to your maximum resistance debuff as well as a loss of pretty good damage. If you guys test this again I'll be curious what the impact may show. I also hope you consider testing against a high level AV to compare the impacts when purple patch plays a role. For now the pylon is a good representation of an even con AV so no need to test against that. But a level 54 AV would be an interesting high-end data point. -
What level were the foes and what level were you? If you were 1 level stronger you shouldn't see knockback, but 2 or more would convert to KB.
-
Taunt duration plays into the formula for aggro, so don't ignore it completely.
-
issue 27 Focused Feedback: Toggle Suspension and Suppression
Bopper replied to The Curator's topic in [Open Beta] Focused Feedback
Adding to Brass Eagle's reply, the implementation of the toggle suppression is via a target requires. Basically it will not be able to affect a target unless the requirement check is satisfied. In this case, the requirement is usually "have you *not* been mezzed in the last 8 seconds?" But toggles that have Activation Effect Groups (which many blaster sustains have) do not care about checking for a target, it's automatically hitting self only. So the effects in the AEG will apply to you even if the target requirements fail. -
issue 27 Focused Feedback: Toggle Suspension and Suppression
Bopper replied to The Curator's topic in [Open Beta] Focused Feedback
Did you test whether or not sustains are being suppressed? If so, which powers were you testing where you saw the regen/heal/absorb/recovery go away? If you are seeing that, it likely isn't intended. -
issue 27 Focused Feedback: Toggle Suspension and Suppression
Bopper replied to The Curator's topic in [Open Beta] Focused Feedback
They do, and I factored that in. -
issue 27 Focused Feedback: Sonic Assault
Bopper replied to The Curator's topic in [Open Beta] Focused Feedback
I won't discuss publicly further than what you just brought up. But if you can, PM me and I'll pass along what you describe to see if there are possible alternate animations that could help. Disruption Arrow for Trick Arrow was handled similarly in the past. -
issue 27 Focused Feedback: Sonic Assault
Bopper replied to The Curator's topic in [Open Beta] Focused Feedback
Can you clarify? Does it give you a literal headache? Neurological issue? Or are you saying you're just not a fan?