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Captain Powerhouse

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Everything posted by Captain Powerhouse

  1. Attune toggle should not crit while in hide. If you mean Assassin's Whisper, I just fixed a bug on the stealth version that was not working properly.
  2. Note: Proc Damage tables on T3 pets are broken. Other pets are working as intended. Fiery Ember Prince Claw Rake Fire Blast Ice Blast Test T1 T2 T3 +0 19.65 31.53 +1 17.68 28.38 +2 15.72 25.22 +3 12.77 20.49 15.42 +4 9.43 15.13 11.39 +5 5.89 9.45 Live T1 T2 T3 +0 34.06 38.43 70.24 +1 27.67 34.16 63.22 +2 20.43 27.75 56.19 +3 12.77 20.49 45.65 +4 6.38 12.8 33.71 +5 n/a n/a n/a
  3. Dropping by for a quick note about the accuracy of henchmen live vs beta. The data bellow shows a comparison of live vs test hit rolls before enhancements. With and Without supremacy. The last two charts show how much +acc (not +ToHit) is needed to reach the 95% ceiling. In every situation, the henchmen have higher final hit chances than live. I can understand wanting more, but as a baseline, we are trying to handle this conversion without high buffs. We will likely adjust things further during the beta window, but major buffs beyond these are likely to come in a follow-up Panel release. Note: still need to look at the reported proc damage tables, so far the reported numbers don't sound to be adhering to the intended goals. With Supremacy Test Live Delta T1 T2 T3 T1 T2 T3 T1 T2 T3 +0 68 77 85 66 75 85 2 2 0 +1 58 67 75 58 66 75 0 1 0 +2 49 58 66 49 58 66 0 0 0 +3 41 50 58 40 49 58 1 1 0 +4 32 41 49 30 40 49 2 1 0 +5 23 32 40 18 30 40 5 2 0 With No Supremacy Test Live Delta T1 T2 T1 T2 T3 T1 T2 T3 +0 58 67 75 56 65 75 2 2 0 +1 48 57 65 48 56 65 0 1 0 +2 39 48 56 39 48 56 0 0 0 +3 31 40 48 30 39 48 1 1 0 +4 22 31 39 20 30 39 2 1 0 +5 13 22 30 8 20 30 5 2 0 +Acc Needed to Sotcap (With Supremacy) Test Live Delta (lower is better) T1 T2 T3 T1 T2 T3 T1 T2 T2 +0 0.47 0.27 0.13 0.52 0.31 0.13 -5% -4% 0% +1 0.77 0.49 0.31 0.77 0.52 0.31 0% -3% 0% +2 1.18 0.77 0.52 1.18 0.77 0.52 0% 0% 0% +3 1.74 1.13 0.77 1.83 1.18 0.77 -9% -5% 0% +4 2.86 1.74 1.18 3.25 1.83 1.18 -39% -9% 0% +5 5.54 2.86 1.83 9.63 3.25 1.83 -409% -39% 0% +Acc Needed to Sotcap (With No Supremacy) Test Live Delta (lower is better) T1 T2 T3 T1 T2 T3 T1 T2 T2 +0 0.64 0.42 0.27 0.70 0.46 0.27 -6% -4% 0% +1 0.98 0.67 0.46 0.98 0.70 0.46 0% -3% 0% +2 1.44 0.98 0.70 1.44 0.98 0.70 0% 0% 0% +3 2.06 1.38 0.98 2.17 1.44 0.98 -10% -6% 0% +4 3.32 2.06 1.44 3.75 2.17 1.44 -43% -10% 0% +5 6.31 3.32 2.17 10.88 3.75 2.17 -457% -43% 0%
  4. There should be one, is the ring not showing up in the OB build?
  5. The change was a PvP change. You may disagree with the impact in PvP zones, but they are PvP zones. If you want to make a case about PvP zones using PvP rules, thats a whole other topic and I'm not the one that needs to be convinced of it.
  6. Notice: The power section of patch notes was missing quite a bit from the internally compiled changes due to some sourcing errors. Power patch notes should now be up to date to reflect what is in Open Beta.
  7. 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.
  8. 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.
  9. 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).
  10. This has been fixed internally and a fix is on the queue.
  11. The issue already has been fixed internally.
  12. The source of this issue has been identified and a fix is now in the queue.
  13. 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.
  14. I 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.
  15. Powers 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. 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. Regeneration > Reactive Regeneration: [PvP only] Corrected a bug where only Brutes got the base +regen reduction change, change now also applies to Scrappers, Stalkers and Tankers. [PvP only] Reduced +regeneration stacks from scale 0.25 to scale 0.08. [PvP only] Regen Resistance granted by stacks in this power has been removed in PvP. [PvP only] Reverted the removal of -Regen Resistance, as it was removed from the incorrect power. 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 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.
  16. 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?
  17. @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.
  18. 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).
  19. A fix for this is already in the queue.
  20. Just double checked and the internal executed power has a 90s recharge and 3s activation for a total 93s cycle.
  21. 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.
  22. 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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