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Everything posted by Bopper
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Sounds like a bug. Post this in the Bug Reports forum. A little while back I round that the smaller ticks of damage (based on ammo type) were doing weird things. Standard did the 60% chance to tick, while Chemical and Fire ammo would do 100% chance to tick (instead of 60%), and Cold ammo would do 0% chance to tick (instead of 60%). So it's possible around the time of correcting that bug, they made a new bug. Can you do screenshots of your combat log (I know it'll be a mess with all the ticks, but it's worth seeing.
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... the Topics combine to form a true/coherent statement. I mean, if you're not gonna use your shields or buff powers, you better be a good DPS, amirite? Alright, time to send me to off-topic jail.
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Not sure why for you. Show me your build and I'll tell you.
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I am baffled by your results @Sir Myshkin. Then again, I recall once you having funny results with procs in pseudopets, so who knows why things happen the way they do. Haha. Hmmm...well, let's go a step further. What server are you on (I'm Excelsior). Were you in RWZ1 or RWZ2? I think I've experienced it in both, but can't confirm
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Well, now things are getting interesting. I am a tanker, Stone/SS/Soul. Was in granite, might have been rooted too. By 3 consecutive ticks, you mean 3 consecutive 5-ticks? Other conditions that I dont think would apply, but I'll list them just in case. Lvl 51 (lvl 53 in incarnates). Musc Radial, Ageless Core, Assault Radial, Reactive Radial, Longbow Core (all T4).
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Mid's Reborn: Hero Designer
Bopper replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
Not really. It would be a haphazard guess to suggest an eta. But if/when it does get addressed, it will definitely be broadcasted. -
So...what's this I hear about changes to TW?
Bopper replied to JnEricsonx's topic in General Discussion
Not far enough! Would a nerfbat be too on the nose? -
Max targets does not play a role. Each target in the radius of Beta Decay will have the same 30% chance to be inflicted with the resistance debuff proc.
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So...what's this I hear about changes to TW?
Bopper replied to JnEricsonx's topic in General Discussion
TW will become tw (tiny weapons). Animations will no longer have you picking up a railroad crossing or telephone pole as a weapon, you will instead pick up a screw driver or a twig. Arc of Destruction will be renamed Arc of Defacing and Momentum will become Momentary Inconvenience as your enemy says ouch then hits you in the face. *Disclaimer: All predictions wrong, or your money back. -
Ok, some additional testing: I was wondering if the extra knockback chance (you always get hit with 8 mag KB, but sometimes there's also a 4 mag KB that stacks on top) was a switch case where you either get hit with it or an extra tick of damage, but we can see with the final attack I was hit with only one KB and 4 ticks of damage. Also got hit with 5 ticks and 2 KBs. So I'm guessing all attacks guarantee 1 KB and 4 ticks of damage, and there might be a 50% chance at an extra tick of damage and a 50% chance at an extra stack of KB. My posting of 20% might have been caused by chasing down multiple Pylons, thus diluting my results. Either way, I'm guessing this is not a bug, but rather intended. Just odd that not all pylons are created equal.
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Zeraphia made a good point, it might not be a difference between the servers, but rather the pylons. I am going of memory, but I am pretty sure the pylon I experienced this with was along the right side of the map, 2nd or 3rd from the bottom. It is right next to a road, enclosed by a fence that has a swinging gate you can enter. I feel like this would be the 2nd pylon you would reach when running up the right side of the map, but I'll need to log in to be sure UPDATE I went in game and it turns out it was the bottom right most pylon I was testing (first one you'd run up to when going along right side of map). It was not in a fence enclosure. I also managed to get quite unlucky...but lucky too, as the Pylon managed to hit me 3 times in a row, each time getting me with the 5 tick pylon attack (I had an earlier attack that was only 4 ticks). There is one thing I want to troubleshoot real quick, so I may update this space one more time.
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I like the idea. You can still have Granite turnoff all travel powers (sprint, CJ, ninja run, superjump, etc), but allow a Granite Tank to retain the base 4ft jump height. Even with temp powers, Hurdle (inherent), and Alpha incarnates, you're probably looking at maxing that out at 9ft (without a Kin). That's not much, but it would still be a QoL improvement without taking away the fact Granite comes with a nuisance penalty.
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I am all for adding different graphics options for Granite Armor, much like how we have different animation options for powers. I am all for removing the movement penalty of Rooted, letting it work like Grounded...if you are off the ground (which you currently can't do in rooted) you lose the effects of the power, but you can run/sprint to your liking and you can jump when you want to (yay, you can use CJ). It still keeps its thematic purposes (being rooted to the earth to gain strength). But it doesn't force you into another mez protect (Granite being the other) that can't jump onto a curb. Those are honestly the only changes I want to see with Stone Armor. I like that the set is unique to other sets, having a T9 you can remain in, but have a penalty that forces you to consider not being in T9 all the time.
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Touch of Lady Gray and Shield Breaker are damage procs. Self Buffs in AoEs are nice, so I would not discredit the +To Hit buff. It only needs to proc off one enemy to give you the buff. However, it's probably more of a leveling up proc as once you reach end game you can slot for global accuracy and to-hit to achieve 95% probability to hit on most enemies.
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Tested Diamagnetic, it follows the purple patch. Tested against +0 enemy, saw 5% To Hit Debuff. Tested against +3 enemy, say 3.25% To Hit Debuff (65% strength) Update: Also tested Degenerative. -3.5% Max HP on +0, -2.275% Max HP on +3 (65% strength)
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Haven't, but I can look
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Interface Procs are Bugged...my Test Results might show why
Bopper replied to Bopper's topic in Bug Reports
@Number Sixanother post on Cognitive not working- 45 replies
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Can you test it with a Power Analyzer and monitor the target's Status Protection for Confuse? Ideally you would see the proc show up there, but if not it will be a problem. You're not alone in seeing this, so I'm gonna link your thread to consolidate these findings.
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I've dabbled...yes Can you be more specific on what you're wanting to know? Is it in regards to purple patch, max stacks, something else?
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No need, I've already tested this in the past. The purple patch applies to the "only stack once" debuff procs. What Coyote said is correct. This also happened with Bruising, where it made it a headache when Tankers with different level shifts would update the Bruising of the target by applying their purple patch. So you'd have oscillations of the resistance debuff.
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Should I Continue The Archetype Challenge?
Bopper replied to BasherBot's topic in General Discussion
I'll trade you "King of Math" for that sweet "Monarch of Tentacles" title. I'll even throw in a "Prince of Permutations" -
Panacea +Hit Points/Endurance and Rise to the Challenge
Bopper replied to Psyonico's topic in Bug Reports
Oh yeah. DNA siphon has a 90s base recharge with 1.67s c ast time. So to reach 90% chance to proc, you were looking at being able to slot (excuse me while I do algebra on my phone): 3x(90/X+1.67)/60/(1+0.15x0.75x20) = 0.90 90/X+1.67 = 0.90x60x(1+2.25)/3 = 58.5 90/X = 58.5 - 1.67 = 56.83 X = 90/56.83 = 1.58367 So you were allowed to slot 58.367% recharge into DNA siphon, and you would get a 90% chance to proc on each target hit. With endgame builds, my DNA siphon could be used every 30s. So my choice is, do I want to use Panacea in Health and get a 50% chance to proc every 10s (average 1.5 procs per 30s), or use it in DNA siphon and hope to hit multiple enemies to make up the difference? The 20 foot radius is generous, and assuming I have a 95% chance to hit my target, my need for out-producing Panacea in Health requires I manage: NumTgts*0.9*0.95 > 1.5 NumTgts > 1.5/0.9/0.95 = 1.754 So if I can average 1.754 enemies within my DNA Siphon's 20 ft radius every 30s I use it, I will average the same performance as Panacea in Health. The only situation I might struggle is if there is an AV fight with no other enemies around (Lord Recluse, perhaps) and I can't get the multiple procs. Otherwise, it was a battery recharger for me -
Panacea +Hit Points/Endurance and Rise to the Challenge
Bopper replied to Psyonico's topic in Bug Reports
Adding a link to a similar bug report for those interested. -
Panacea +Hit Points/Endurance and Rise to the Challenge
Bopper replied to Psyonico's topic in Bug Reports
It typically works best that way, and given this bug, it now certainly works best that way. But before, there were powers that could leverage multiprocing that would allow for a more reliable return on investment than slotting it into Health. Dark Regeneration and DNA Siphon were great for it.