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Everything posted by Bopper
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Personally, I have always loved Founder's Falls. It's my "chill zone" when I just want to log on and hop around the map mindlessly. I love the look, the architecture, the bridges, the canals, all of it. This made me think, where are other folks' favorite destinations in CoH? Their paradise, so to speak. I broke up the question into three as a poll question is limited to 20 options, but feel free to vote on all the ones you like and if I forgot any, feel free to comment.
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You might need to redo your math.
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0.5 mag, triggered every 0.2s (unless it changed from live)
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Working as intended. Nothing to see here. 😛
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I just tested again, this time making myself +1 level shift (Musculature Radial, fwiw). I hit Flash Arrow, I dropped OSA, I dropped DA...saw no violent KB on the level 50 death mage, just the typical knockdown. I then ignited the OSA, still no violent KB. I tested again, this time dropping an Ice Slick as well, hoping double KB might stack. Ran all the same steps again, still didn't see it. There might be something else at play that we're not seeing. Can you show us your build and tell us everything that is toggled on? Ideally, I wish we could post videos again. That would tell a much better story.
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Until we see it, we can't make up reasons/mechanics for why something isn't working. And there isn't always an edge case, there could be an edge case.
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Your original post made no mention of igniting the Oil Slick when you saw bodies go flying. So I want to make sure I understand correctly as to when you see the bodies get knocked back, that way if I tested it wrong I can go back and try to replicate your results with the proper steps. You mentioned using Flash Arrow > OSA > DA (then you saw bodies flying). Should it be Flash Arrow > OSA > DA > Ignite OSA (then you see bodies flying)?
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My understanding is the vectorknock has been implemented, however April Fool's Brawl was the only time we've seen what the vectorknock can do. Everything else we should have seen no change in performance.
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FWIW, I tested an Ice/TA Controller on Beta last night, trying different slotting with resistance debuff procs, stacking Ice Slick and OSA, anything that would get the enemies to fly. Never happened for me. It might help if you show your build and list out in exact details of what you do to a mob that can replicate it. My guess is you're level shifted and you might have sracked OSA and Ice Slick just right and the Disruption Arrow was coincidental. OSA and Ice Slick do 0.50 KB every 0.2s, so if you face lower con enemies, stacking those two effects with purple patch scaling could result in KB. But if you can truly reliably replicate it, please tell us everything you can so we can do the same. But right now, there is nothing to suggest resistance debuffs impacts knockback. That is not correct game mechanics. Could there be a bug that has a resistance debuff include knockback when it should only be damage? Sure. But that would be a bug, not mechanics.
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We can also consider the recent underthehood changes to Knockback vectoring. So far, nothing has been discovered that the change had any impact to K*, but we can't rule it out as a possibility.
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What was your level, what level were the enemies, and what enemies were they? Also, are you incarnate shifted?
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Where in that link do you talk about Resistance Debuffs applying to Knockback/Up/Down? That's what Peacemoon is asking about. Resistance debuffs only apply to damage, not knockback.
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Crimson Surge is absolutely correct. He mentioned to me last night that he saw no Critical Hit effects for Scrapper's Shred (from Savage Melee). I looked up the effects for Shred using RubyRed's API tool, and sure enough, there are no effects that would allow a Critical Hit to happen. The 7 effects that Scrapper's Shred currently have: 1: PVE - 6 ticks of 12.2 lethal damage (100% chance) 2: PVE - 4 ticks of 13.2 lethal damage (75% chance, cancel-on-miss) 3: PVP - 6 ticks of 10.64 lethal damage (100% chance) 4: PVP - 4 ticks of 5.07 lethal damage (75% chance, cancel-on-miss) 5: Any - 9% Defense Debuff (100% chance) 6: Any - Grant Power - Blood Frenzy (if not Exhausted) 7: Any - 5.51 fire damage (100% chance if FieryEmbrace) Nowhere among these 7 effects do we have a check for critical damage. We should have an effect for PVE and PVP that has a check for type of target (underling, non-underling, player) and has a 10% chance (5% if underling) to do Critical damage. This is a simple fix: just add the effects in. Either do a traditional front loaded crit that adds up the 6 ticks of 12.2 damage (73.2 lethal damage), or do an effect group that applies both the 6 ticks of 12.2 lethal damage DoT and the 4 ticks of 13.2 lethal damage DoT (with the 75% chance to cancel-on-miss).
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It's a limitation of Mids. The purpose of turning on the effects of the FF proc (or any other slotted effects) is to show you what your totals would be when the proc is in effect. In this case your Haste would show as being 100% greater. The numbers the program calculates use those current totals, despite the fact they're not permanent boosts. Similar to clicking Build Up. You see the damage you do when Build Up is on, but you know it is not permanent.
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And to add on, since I see you were comparing to 29s recharge using IOs. To achieve a 29s recharge when your current recharge is 39s, how many DF procs would you need? Easy enough to solve. 39 x (90 - 5xFF)/90 < 29s 90 - 5xFF < 90 x 29 / 39 90 - 90 x 29 / 39 < 5 x FF FF > 18 - 18 x 29 / 39 = 4.615 So you would need 5 or more FF procs in a 29s window to achieve the same performance. So 25s out of 29s must be buffed (technically 23.077s out of 29s would do the trick).
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That doesn't sound right. That sounds like what would happen if you had the 100% recharge bonus up permanently. The actual recharge, given you got exactly one FF proc to go off, would be: 39s x (90s - 5s)/90s = 39s x (85 / 90) = 36.83s
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Why do I never see Rest or the Prestige Sprints as mules?
Bopper replied to Menelruin's topic in General Discussion
I got excited for a second. I was thinking perhaps rest could be a good mule for Synapse Shock +15% Run Speed. But if it only takes IOs, then nevermind. Makes sense though, as Preventative Medicine +Absorb would become an automatic mule -
I'd love to see the documents they signed that provided their expressed consent. And how do we know you didn't just wear their skin and signed for them?
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No clue. Titan Weapons was gonna be looked at. But what else...who knows? What new features/content? Who knows. Its been very quiet, but I'll take that as a sign of a lot of work behind the scenes
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Just checked out your website. Fantastic guides. Very good technical writing.
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I would rather slot Decimation in a proc'd out Suppressive Fire. Give me a 36% chance that I can fire every 8 seconds over an 8.3% chance that I fire every 3s. I'd slot an Achilles in Pistols or a Damage proc before I would use a Decimation.
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Is this game really supposed to heat up GFX cards?
Bopper replied to JnEricsonx's topic in General Discussion
Not sure, but it has felt like ever since Page 5, my fans blow like crazy when I'm in game. Even on Beta server. It seems to calm down a little based on where I'm at, such as a mission and perhaps a less populated zone. But sitting in Atlas or Ouro, and the fans started humming loud -
I always thought Street Justice was designed to be the Scrapper version of Super Strength. You lose Rage (which would be O.P. on a Scrapper) and you lose Foot Stomp (which, aside from Whirling Smash, is the top PBAoE melee attack in the game in terms of DPA*Area. Foot Stomp is only behind Shockwave for non-TW AoEs in terms of DPA*AreaFactor and DPA*Area). *Note, I did not look at Savage Melee nor Chain Induction for that analysis as they require extra effort for mechanics/pseudopets that I didn't want to do for a simple forum reply. So conceding those two huge benefits, Street Justice provides superior Single Target attacks that are superior to Super Strength in every way. Every single Street Justice attack (ST and AoE) have better DPA than Super Strength's Jab, Punch, and Hurl. Haymaker is Super Strength's 2nd best DPA attack, yet at Combo 3 (max), Sweeping Cross and Spinning Strike (both small AoEs) have better DPA than Haymaker. Shin Breaker also has better DPA than Haymaker. Crushing Uppercut even has better DPA than Knockout Blow when at Combo 2 (practically equivalent) or Combo 3 (11.66% stronger). Throw in Shin Breaker (can slot Achilles) and Rib Cracker (short resistance debuff), you can get a Combo-3 Crushing Uppercut to turn into Knockout Blow on steroids (27.5% resistance debuff + Combo-3 Crushing Uppercut = 1.42 x Knockout Blow). So long story short, we kind of already have Scrapper Super Strength. It comes with a neutered build up, nothing close to OMG Foot Stomp's AoE (but Sweeping Cross and Spinning Strike hit like ST attacks with AoE capability), and a combo system that is ok although somewhat a nuisance (disincentivizes using non-STJ attacks in your attack chain). But it comes with massive orange numbers and excellent proc potential.