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Patch Notes
Posts posted by Captain Powerhouse
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This is an error in the patch notes, that change did not pass testing once Adaptive Recharge was introduced. If the power misses, it is just available very quickly for reuse.
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There was no intentional nerf to the MoG mez/knock protections. Will look into what's going there as soon as I can but note that player KB resistance cap is 99%. Repel resistance cap is 100%.
Having anything above 100% is not just overkill, but certainly a typo from someone years ago thinking 100 in a spreadsheet meant 100%.
MoG still gets players to the cap, making any protection over mag 1 only meaningful while facing irresistible auto-hit knockback (i specify autohit due to the high defense the power provides).
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This has been fixed internally and a fix is on the queue.
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The issue already has been fixed internally.
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The source of this issue has been identified and a fix is now in the queue.
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Not sure if this is what is happening to you but there is a bug where the rez is not being refreshed if you do refresh the MaxHP buff before it expires. There is a fix for that in the queue.
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1 hour ago, Maelwys said:
Shame; the proposed revision that it being reverted here had looked quite a bit better than what we ended up with on Live after i28p2.
Proc activation rate in RT is currently extremely poor (28.77% base for 3.5PPM procs) so hopefully the future balance pass will smooth it out a bitI was told we are strictly fixing bugs right now. Any balance changes will have to wait until the first balance pass, I am not sure about the scheduling for that.
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Powers
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Reverting balance changes for future balance pass:
- Glittering Column explosion internal recharge.
- Hypnotizing Lights Proc split.
- Radiation Therapy adaptive recharge and DR adjustments.
- Plant Control > Spirit Tree: Fixed a bug where this power could be repelled moving it away from its visual fx.
- Thermal Radiation > Power of the Phoenix: Fixed a bug where the Defender version of this power was only usable on foes.
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Epic > Dark Mastery > Soul Consumption:
- Fixed a bug where the Defender version of this power was recharging in 1000s instead of 600s.
- Fixed a bug where the endurance drain and +end of the Defender version of the power was scale 2 instead of scale 1, as the other versions.
- Regeneration > Second Wind: Fix for an issue where refreshing this power before it has expired would result in no refreshing of the self resurrect effect.
- Psionic Armor > Impose Presence: Fixed an issue where this power was available at level 10 instead of level 8.
- Confuse: Fixed an issue where most AVs and GMs became highly resistant to confuse.
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Regeneration > Reactive Regeneration:
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[PvP only] Corrected a bug where only Brutes got the base +regen reduction change, change now also applies to Scrappers, Stalkers and Tankers.
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[PvP only] Reduced +regeneration stacks from scale 0.25 to scale 0.08.
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[PvP only] Regen Resistance granted by stacks in this power has been removed in PvP.
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[PvP only] Reverted the removal of -Regen Resistance, as it was removed from the incorrect power.
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Tasks
General - Advanced Mode
- Arachnos Soldiers/Arachnos Widows who own the Bane/Night Widow stealth powers are not targeted by map-wide DoT effects.
Mission Maps
Igneous Lava Cave
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Fixed a minimap extents error on this mission map.
Enemies
The Awakened
- Lowered Conduit Psychic Battery from 40% to-hit to 10%, 20% damage buff to 16%.
- Lowered Psionic Blast damage from scale 2.12 to scale 1.8.
- Standardized Psionic Wounds to scale 1.64 DoT.
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Reverting balance changes for future balance pass:
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I should had added recharge enhancements to my test...
Anyways just calculating:
Ground Zero is 90s
15ft radius
3s cast time
That is a base 57.7% PPM multiplier with no recharge
Doing this in a bit of a rush as I'm taking a very short break from some chores, but this Is what I am coming up with:
This seems to match your results. Are your expectations based off 8ft radius calculation by any chance?
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@Maelwys I just ran a test, and keeping in mind I'm working locally on a newer branch it seems to work as expected. Against 10 foes, I hit 9. This was on a scrapper.
Edit: I tested with Touch of Lady Gray and although I still saw a few more misses than I would expect, it still is RNG on 10% floor and that can go any way. I dont see any reason why proc rate of any power would be affected here.
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Are you queueing another attack after for your test? Because the entire animation is longer, but it only locks you down for 1.43s. You should be able to execute another attack and start moving even if the animation is not entirely over in some powers (like this one).
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A fix for this is already in the queue.
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Just double checked and the internal executed power has a 90s recharge and 3s activation for a total 93s cycle.
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The Activation Time only determines the time you are rooted. The projectile timer is extremely slow, and there is also an additional delay if you are activating it from no-spines drawn. If you are popping out the spines from idle combat position, its Animation Time takes 2.07 seconds, plus the time that the projectile takes to hit.
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Psionic Armor > Consume Psyche / Devour Psyche
- Fixed a bug where this power would pop up red "First Target Only" popups every time it was used
- Fixed a bug where the Res(Heal) debuff was being suppressed
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Psionic Armor > Memento Mori
- Fixed a timing issue with the conscious usage auto self rez
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Psionic Armor > Aura of Insanity
- This power should now accept ATOs
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Dark Armor >Soul Transfer
- Fixed a timing issue with the conscious usage auto self rez
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Self Rez
- Players will now be stealthed in PvE while under the effects of self-rez Untouchable buffs
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Radiation Armor > Radiation Therapy
- Diminishing return changed from a multiplicative -30% per target to a flat 30% strength value for all secondary targets.
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Adjusted Adaptive recharge to:
- 25s base
- +9.5s for the first target
- 2.8 for every additional target
- A maximum of 60s recharge
- This should address proc issues introduced in RC2
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Electric Control > Conductive Aura
- Fixed an issue where the recovery/regen buff from this power was not stacking
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Electric Armor > Grounded
- Off-ground duration of KB protection dialed back to 5 seconds
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Text issues
- Fixed an issue where some powers had too many back-to-back line breaks
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Plant Control > Seeds of Confusion
- Fixed an issue where the controller version of this power was triggering Domination
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Pyrotechnic Control > Glittering Column
- Due to bugs with this power, various aspects were reimplemented
- The power should no longer grant some players a Glitter Explosion power
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-ToHit debuff moved to it's own Aura Power, separate from the taunt and explosion.
- This aura can hit 16 targets in a 15ft radius and the effect lingers for 10s
- The aura starts from the moment the Column is created, but requires a ToHit check to apply per tick.
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Pyrotechnic Control > Hypnotizing Lights
- Fixed an issue where this power was not able to proc domination, overpower or containment damage from it's confuse sub-power
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Robotics > Maintenance Drone
- Fixed an issue where this power was not spending the pet's HP
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Regeneration > Instant Healing [PvP only]
- [PvP only] Reduced unenhanceable regeneration from scale 6.00 to scale 4.00
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Regeneration > Reactive Regeneration
- [PvP only] Reduced base +regeneration from scale 2.00 + to scale 0.80
- [PvP only] Reduced +regeneration stacks from scale 0.25 to scale 0.08
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Regeneration > Reactive Regeneration
- [PvP only] Remove resistance to -regen in PvP
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Tankers:
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The following powers were inadvertently boosted in radius when they were not intended to. These radius boosts have been rolled back.
- Dark Melee > Dark Consumption
- Dark Melee > Soul Drain
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The following powers were inadvertently boosted in radius when they were not intended to. These radius boosts have been rolled back.
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37 minutes ago, Snarky said:
Yes, true. And still waiting for an example to be listed in this thread of the situation HC says they left intangible in the power for. I may get my answer. Or…
A long time ago during the Force Field revamp we considered changes to Detention Field, we were told by many that they use these powers in combination to disable AVs in multi-AV encounters as they tend to have strong mez protection but no Phase protections. Due to the feedback offered at the time, we left Detention Field untouched.
Sleep is another tactic, but AVs will instantly wake up if anyone accidentally hurts them even with Deep Sleep as AVs are highly resistant to the effect.
It's a non-exploitative use of the power that did not need to be removed for this change to be introduced, so it was not removed. Someone would have to make a very strong case about exploits to have the phase element removed, or an alternative considered from there.
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16 minutes ago, Snarky said:
and if it is true that (almost?) everything that ignores trawl also ignores intangible (so much so i should drop a bug report…). WHY would they leave it in the power. To increase the randomness of trying to ise it effectively?
Because it allows the power to retain functionality it always had for some players: the ability to stack it with other similar powers to take certain targets out of a fight temporarily, targets that are usually nearly impossible to hold or otherwise mez.
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24 minutes ago, Snarky said:
Good answers. Still irritated by the intangibility in Black Hole. Seems like an opportunity lost…
If you bump into any critters that entirely resist the trawl effect but are made intangible with a single activation of Black Hole, please list them in a bug thread. Almost all enemies that entirely ignore trawl also have phase protection.
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10 hours ago, stryve said:
I am somewhat confused as to what this section means. Especially the fourth bullet point with Psionic Armor.
Indentation error:
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Fixed power description for the following powers:
- Dark Armor > Obscure Sustenance
- Dark Armor > Soul Transfer
- Dark Armor > Cloak of Fear
- Dark Armor > Shadow Dweller
- Psionic Armor > Precognition
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Fixed power description for the following powers:
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There wont be any further changes to the set outside Radiation Therapy this page.
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Although this is likely going to launch as is, there is likely to be at least one more post-launch adjustment.
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7 hours ago, Harakh said:
For controllers the patch version will probably come out on top. But for dominators the interaction with domination is something like 25% chance for double mag. Dominators rely on domination. Not having a guaranteed AoE hold on gravity is going to hurt doms. Maybe if the patch also applied -rech to slow incoming damage (still not has good as guaranteed lockdown), but as it stands the debuff is just move speed, and most often we have AoE imm and singularity keeping mobs nice and tight.
The 25% domination chance on the first tick was a bug that was fixed on RC2. The first pulse should hit 16 targets and trigger domination just as it did live. The lingering patch will still pulse with a 25% chance for domination.
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On 6/13/2025 at 6:45 PM, JayboH said:
Dominators: Glittering Column takes To Hit Debuff sets and also takes Accuracy enhancements... but doesn't allow Accurate To Hit Debuff enhancements, which seems wrong
The power has an additional power that is not normally listed on the summon because it's granted on a delay. This power does damage and is the only power that has a tohit check. That's the only power that benefits from Accuracy, not the -tohit power.
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13 minutes ago, Brutal said:
I tested the distortion fields on a dom on the test server and I have to say, it's garbage. I usually run +4 content and could not hold 1 foe with it. This will ruin gravity builds.
The power is currently bugged, this is already fixed internally and will be on the next RC.
Status Effect Resistance Caps
in General Discussion
Posted
Basically, all of this, there is some minutia wrong but its irrelevant.
Point is some effects are resisted by duration, others by magnitude. The ones resisted by duration can have a 10k res cap as resistance follows a different formula than the magnitude based effects.
Magnitude based effects are generally hard or soft capped at 100%, even if there is no hard cap to those effects, you are not able to resist the magnitude of anything beyond 100% as that turns the magnitude into negative values.
Almost nothing that can be resisted by magnitude can reach 100% resistance. Some entity classes or stats have exceptions. For players, Repel is one such exception, as players can become 100% resistant to repel.