Developer The Curator Posted January 18, 2020 Developer Share Posted January 18, 2020 (edited) Issue 26, Page 4 (Release Candidate 3) This is a Release Candidate. This means that this patch contains files as they would go to the Live servers; because of this, several Pineapple features like all the Merit recipes being free and a bunch of badges being awarded at character creation are disabled. Those features will come back once the Release Candidate set of patches is done and we go back to regular Experimental or Beta patches. Commands such as levelupxp, influence and boostset should still be available. The Pineapple database has been reset. Use the Beta Account Center to copy characters from the Live servers into Pineapple. The Mission Architect database has been synced up with the Live servers. Changes from RC2 Fixed missing "Do Not Tint" flag in many pet powers. Fixed Epic pool damage tables for Soul Mastery and Ice Mastery. This is to bring it in line with what the patch notes actually say - not a new change. Fixed various text errors on power customization for some armor sets. Changes from RC1 Fixed the crash handler not triggering if the install path contained any spaces. Fixed a crash relating to summoning certain Lore pets. Removed some experimental costume format code (to return at a later date). Minor tweaks and fixes to Tanker powers and descriptions. Safe Mode This patch includes a new version of Safe Mode that is based on the 32-Bit client but with a different launch configuration. If you are unable to launch the 32-Bit client normally, try this version of Safe Mode and report the results in the relevant thread. Tanker & Brute Changes Scaling & Stats Tanker: Ranged damage modifier increased from 0.5 to 0.8, Melee damage modifier increased from 0.8 to 0.95, Bruise has been removed in favour of a flat damage scale increase. Buff modifiers increased to match Controller values. Damage buff cap increased from 400% to 500%. Brute: Ranged and Melee damage modifiers are now equal at 0.75. Damage buff cap lowered from 775% to 700%. All Brute and Tanker Epic pools now use ranged damage modifiers. Note that due to the above changes, Epic Pools should see no damage change at all. AoEs Most Tanker Melee AoE powers have had their target caps increased. Most cones now have a 10 target cap. Most PBAoEs now have a 16 target cap. Tanker now gets an inherent buff to the radius of AoE attacks and arc of cones. +50% for AoEs. +100% for cones. Some powers are unaffected by this buff. This is noted on the power description. Brute Fury Generation Hitting AVs no longer gives bonus Fury, but Fury generation for attacking has been increased in a variety of ways: Brute Fury generation now takes into account the cast time of the attack for successful hits. Any attack slower than brawl will now generate bonus Fury if it lands a hit. Brutes now get bonus fury generation in teams - the larger the team, the larger the bonus. Fury now takes 10 seconds without attacking to start its accelerated decay, instead of 5 seconds. The goal of these changes is to improve Fury generation in teams when the Brute is not the only brute, or is in the company of another tanking AT. Gauntlet & PunchVoke Gauntlet is now applied via a global proc. Any single target power that takes endurance cost enhancements will trigger an AoE taunt. Every AoE power that takes endurance cost enhancements will taunt the enemies it hit. All Auras that take endurance cost enhancements will taunt the enemies they hit. Radius is now the same for all attacks (10ft, 5 targets max) Taunt scale is now 10% higher than the Brute's. Brute PunchVoke is now also applied via a global proc. Any power that either inflicts damage or takes accuracy enhancements will trigger PunchVoke. Power Acquisition Levels To improve Tanker AoE capability during level up progression, the following powers had their acquisition levels changed: Battle Axe > Whirling Axe = 20, Swoop = 28 Martial Arts > Dragon Tail = 20, Focus Chi = 28, Crippling Axe Kick = 35 Stone Melee> Tremor = 28, Hurl Boulder = 35 War Mace > Whirling Mace = 20, Clobber = 28 Taunt Auras Brute and Tanker Ice Armor powers no longer have built-in Taunt, they are now instead covered by the inherent global proc. Other Changes The following tanker and brute powers should now accept regular Taunt Enhancements: Oppressive Gloom, Cloak of Fear, Burn (note that burn patches don't taunt, only the up-front damage does.) Spines: Spine Burst> No longer ignores Radius buffs. Spines: Quills > Now ignore Radius buffs. Burn for Brute and Tankers should also accept Taunt Sets (note that any proc on burn will not pass through to the patch.) Brute > Martial Arts > Taunt / Crane Kick: Fixed incorrect power order. Pets & Henchmen Updates Mastermind pets which have been commanded to Stay or to Go To a location will hold that position and will not chase after targets or move closer to use powers that are out of range. Be aware this also means they will not move out of damage patches on their own. Mastermind pets in Follow mode will now always stay within a 100' radius of their owner, regardless if they are in Defensive or Aggressive stance. Pets that are primarily ranged attackers will try to stay in the Supremacy radius. The pet AI now ignores the aggro cap. This should prevent pets from standing around twiddling their thumbs in Incarnate Trials and other situations where many pets are attacking the same target. Pets now give a strong preference to selecting targets that are within 50' of the pet's owner. This helps melee-oriented Mastermind pets stay in Supremacy range more often, while still allowing them to move and effectively engage targets outside the range. A number of pets have been classified as "Ranged Only" pets. The AI for these pets will no longer change position in order to use melee powers such as Brawl. They still possess these powers and will use them opportunistically if a target is in range, but will not move in order to do so. The pets that no longer move in to use melee attacks are: Mercenaries > Soldiers Mercenaries > Medic Mercenaries > Spec Ops Mercenaries > Commando Necromancy > Lich Robotics > Battle Drones Robotics > Protector Bots Robotics > Assault Bot Thugs > Thugs Thugs > Arsonist Thugs > Enforcers Powers Combat Log Combat log output has been standardized. Many powers used to report the wrong damage type and effects in the combat log, this process has fixed that, in addition to making the combat log a lot easier to parse. Phantom Army Added new customisation options for Phantom Army Mirror (copy of current character costume) Phantom Mirror (copy of current character costume with Phantom Army VFX) Other Pool > Teleportation > Long Range Teleport: This power now grants a popup tray power that allows a second chance at teleporting should you fail to teleport the first time. The Second Chance power will remain for 2 minutes or until you zone. Lowered Weaken Resolve's -res debuff from scale -1.5 to scale -1.0. PvP Powers Changes Global Damage Procs like Hybrid Double Hit, Plant Manipulation's Toxins and Bio Armor's Offensive Adaptation should now use PvP damage formula in PvP instead of the PvE damage formula. Misc power changes: Spoiler Fixed PvP damage for Archery and other Snipes that were reported to be doing too little damage in slow form. Blaster > Immobilizing Dart > Should no longer have a Hold in PvP. Storm Summoning > Hurricane should now apply it's -Range to everyone. Storm Summoning > O2 Boost should now provide stun and sleep resistance instead of protection in PvP Storm Summoning > Gale (controllers) should no longer list double mag knockbacks in PvP. Mez Duration and Suppression rules have been enforced for the following enhancements: Spoiler Debilitative Action: Disorient Bonus Devastation: Chance for Hold Dominion of Arachnos: Recharge/Chance for -Dmg and Terrorize Energy Manipulator: Chance to Stun Executioners Contract: Disorient Bonus Frozen Blast: Recharge/Chance for Immobilize Gravitational Anchor: Chance for Hold Lockdown: Chance for +2 Mag Hold Pounding Slugfest: Disorient Bonus Razzle Dazzle: Chance for Immobilize Superior Dominion of Arachnos: Recharge/Chance for -Dmg and Terrorize Superior Frozen Blast: Recharge/Chance for Immobilize Unspeakable Terror: Disorient Bonus Mez Duration and Suppression rules have been enforced for the following powers: Spoiler Arachnos Soldiers > Bane Spider Soldier > Bash Arachnos Soldiers > Bane Spider Soldier > Pulverize Blaster Ranged > Dark Blast > Abyssal Gaze Blaster Support > Atomic Manipulation > Electron Shackles Blaster Support > Atomic Manipulation > Positron Cell Blaster Support > Darkness Manipulation > Midnight Grasp Blaster Support > Electricity Manipulation > Electric Fence Blaster Support > Ice Manipulation > Frozen Aura Blaster Support > Mental Manipulation > World of Confusion Blaster Support > Ninja Training > Blinding Powder Blaster Support > Ninja Training > Immobilizing Dart Blaster Support > Temporal Manipulation > Time Shift Blaster Support > Temporal Manipulation > Time Stop Blaster Support > Temporal Manipulation > Time Wall Brute Defense > Dark Armor > Cloak of Fear Brute Defense > Dark Armor > Soul Transfer Brute Melee > Electrical Melee > Jacobs Ladder Brute Melee > Energy Melee > Bone Smasher Brute Melee > Martial Arts > Cobra Strike Brute Melee > Martial Arts > Crippling Axe Kick Brute Melee > Martial Arts > Eagles Claw Brute Melee > Martial Arts > Thunder Kick Brute Melee > Spines > Barb Swipe Brute Melee > Spines > Impale Brute Melee > Spines > Lunge Brute Melee > Spines > Quills Brute Melee > Spines > Ripper Brute Melee > Spines > Spine Burst Brute Melee > Spines > Throw Spines Brute Melee > Street Justice > Crushing Uppercut Brute Melee > Street Justice > Initial Strike Brute Melee > Street Justice > Spinning Strike Brute Melee > Street Justice > Sweeping Cross Brute Melee > Titan Weapons > Follow Through Controller Buff > Darkness Affinity > Howling Twilight Controller Buff > Force Field > Repulsion Bomb Controller Buff > Radiation Emission > EM Pulse Controller Buff > Time Manipulation > Time Stop Controller Buff > Traps > Web Grenade Controller Control > Darkness Control > Dark Grasp Controller Control > Earth Control > Salt Crystals Controller Control > Ice Control > Arctic Air Controller Control > Mind Control > Telekinesis Corruptor Buff > Dark Miasma > Petrifying Gaze Corruptor Buff > Force Field > Repulsion Bomb Corruptor Buff > Time Manipulation > Time Stop Corruptor Ranged > Beam Rifle > Lancer Shot Defender Buff > Dark Miasma > Petrifying Gaze Defender Buff > Time Manipulation > Time Stop Defender Buff > Traps > Web Grenade Defender Ranged > Assault Rifle > Beanbag Dominator Assault > Earth Assault > Mud Pots Dominator Assault > Energy Assault > Whirling Hands Dominator Control > Darkness Control > Dark Grasp Dominator Control > Electric Control > Chain Fences Dominator Control > Electric Control > Electric Fence Dominator Control > Electric Control > Tesla Cage Dominator Control > Ice Control > Arctic Air Dominator Control > Mind Control > Confuse Dominator Control > Mind Control > Mass Confusion Dominator Control > Mind Control > Telekinesis Dominator Control > Plant Control > Seeds of Confusion Mastermind Buff > Dark Miasma > Fearsome Stare Mastermind Buff > Storm Summoning > Thunder Clap Mastermind Buff > Time Manipulation > Time Stop Mastermind Pets > Jounin > Blinding Powder Peacebringer Defensive > Luminous Aura > White Dwarf Smite Scrapper Defense > Dark Armor > Cloak of Fear Scrapper Defense > Dark Armor > Oppressive Gloom Scrapper Defense > Dark Armor > Soul Transfer Scrapper Melee > Dark Melee > Midnight Grasp Scrapper Melee > Electrical Melee > Charged Brawl Scrapper Melee > Electrical Melee > Havoc Punch Scrapper Melee > Electrical Melee > Jacobs Ladder Scrapper Melee > Electrical Melee > Lightning Clap Scrapper Melee > Electrical Melee > Thunder Strike Scrapper Melee > Martial Arts > Cobra Strike Scrapper Melee > Martial Arts > Crippling Axe Kick Scrapper Melee > Martial Arts > Eagles Claw Scrapper Melee > Martial Arts > Thunder Kick Scrapper Melee > Spines > Barb Swipe Scrapper Melee > Spines > Impale Scrapper Melee > Spines > Lunge Scrapper Melee > Spines > Quills Scrapper Melee > Spines > Ripper Scrapper Melee > Spines > Spine Burst Scrapper Melee > Spines > Throw Spines Scrapper Melee > Street Justice > Crushing Uppercut Scrapper Melee > Street Justice > Initial Strike Scrapper Melee > Street Justice > Spinning Strike Scrapper Melee > Street Justice > Sweeping Cross Scrapper Melee > Titan Weapons > Follow Through Scrapper Melee > War Mace > Whirling Mace Sentinel Defense > Dark Armor > Cloak of Fear Sentinel Defense > Dark Armor > Soul Transfer Sentinel Ranged > Dark Blast > Abyssal Gaze Stalker Defense > Dark Armor > Cloak of Fear Stalker Defense > Dark Armor > Soul Transfer Stalker Melee > Street Justice > Crushing Uppercut Stalker Melee > Street Justice > Initial Strike Stalker Melee > Street Justice > Spinning Strike Stalker Melee > Street Justice > Sweeping Cross Tanker Defense > Dark Armor > Cloak of Fear Tanker Defense > Dark Armor > Oppressive Gloom Tanker Defense > Dark Armor > Soul Transfer Tanker Melee > Electrical Melee > Charged Brawl Tanker Melee > Electrical Melee > Havoc Punch Tanker Melee > Electrical Melee > Jacobs Ladder Tanker Melee > Electrical Melee > Lightning Clap Tanker Melee > Electrical Melee > Thunder Strike Tanker Melee > Energy Melee > Barrage Tanker Melee > Martial Arts > Cobra Strike Tanker Melee > Martial Arts > Crippling Axe Kick Tanker Melee > Martial Arts > Eagles Claw Tanker Melee > Martial Arts > Thunder Kick Tanker Melee > Psionic Melee > Greater Psi Blade Tanker Melee > Psionic Melee > Psi Blade Sweep Tanker Melee > Spines > Barb Swipe Tanker Melee > Spines > Impale Tanker Melee > Spines > Lunge Tanker Melee > Spines > Quills Tanker Melee > Spines > Ripper Tanker Melee > Spines > Spine Burst Tanker Melee > Spines > Throw Spines Tanker Melee > Street Justice > Crushing Uppercut Tanker Melee > Street Justice > Initial Strike Tanker Melee > Street Justice > Spinning Strike Tanker Melee > Street Justice > Sweeping Cross Tanker Melee > Titan Weapons > Follow Through Tanker Melee > War Mace > Whirling Mace Warshade Defensive > Umbral Aura > Black Dwarf Smite Warshade Defensive > Umbral Aura > Inky Aspect Pool > Fighting > Boxing Pool > Fighting > Cross Punch Pool > Presence > Intimidate Pool > Presence > Invoke Panic Pool > Speed > Flurry Epic > Arctic Mastery > Chilblain Epic > Blaze Mastery > Ring of Fire Epic > Charge Mastery > ESD Epic > Chill Mastery > Flash Freeze Epic > Cold Mastery > Flash Freeze Epic > Flame Mastery > Char Epic > Dark Mastery > Soul Transfer Epic > Flame Mastery > Char Epic > Earth Mastery > Salt Crystals Epic > Earth Mastery > Stone Prison Epic > Electrical Mastery > EM Pulse Epic > Electrical Mastery > Shocking Bolt Epic > Electricity Mastery > Electric Fence Epic > Flame Mastery > Char Epic > Munitions Mastery > Cryo Freeze Ray Epic > Munitions Mastery > Sleep Grenade Epic > Psionic Mastery > World of Confusion Epic > Psionic Mastery > World of Confusion Epic > Psychic Mastery > Telekinesis Epic > Psychic Mastery > World of Confusion Epic > Pyre Mastery > Ring of Fire Epic > Dark Mastery > Netherworld Grasp Epic > Mace Mastery > Pulverize Epic > Stone Mastery > Fissure Epic > Stone Mastery > Seismic Smash Epic > Weapon Mastery > Web Grenade Epic > Weapon Mastery > Web Grenade Temporary Powers > Temporary Powers > Stun Grenade Temporary Powers > Temporary Powers > Fiendish Glare Temporary Powers > Temporary Powers > Seduction Temporary Powers > Temporary Powers > Duplicity Temporary Powers > Temporary Powers > Hand Clap Temporary Powers > Temporary Powers > Stun Grenade Temporary Powers > Temporary Powers > Stun Grenade Temporary Powers > Temporary Powers > Minor Mutation Temporary Powers > Temporary Powers > Nectar Temporary Powers > Temporary Powers > Power of Scirocco Temporary Powers > Temporary Powers > Atomic Blast Temporary Powers > Temporary Powers > Cosmic Burst Temporary Powers > Temporary Powers > Psionic Activator Temporary Powers > Temporary Powers > Stun Grenade Temporary Powers > Temporary Powers > Stun Grenade Temporary Powers > Temporary Powers > Vanguard Psi-Bomb Mez Duration and Suppression rules have been enforced for the following player pet powers: Spoiler Pets > PPD Hard Suit > Bone Smasher Pets > PPD Hard Suit > Energy Punch Pets > PPD Sergeant > Force Brawl Pets > Resistance_Rifle > Power Punch Pets > Tech Lab > Explosion Pets > Seeker 1 > FlashPulse Pets > Seeker 1 > FlashPulse Pets > Seeker 2 > FlashPulse Pets > Seeker 2 > FlashPulse Pets > Seeker 3 > FlashPulse Pets > Coral Guardian Warder > Fossilize Pets > Fly Trap > Entangle Pets > Fortunata Mistress > Psychic Wail Pets > Fortunata Mistress > Scramble Thoughts Pets > Mu Adept > EM Pulse Pets > Mu Guardian > EM Pulse Pets > Mu Striker > EM Pulse Pets > Shade > Scare Pets > Seeker 1 > FlashPulse Knockback Suppression rules have been enforced for the following powers: Spoiler Blaster Ranged > Archery > Explosive Arrow Blaster Ranged > Psychic Blast > Psionic Tornado Blaster Support > Electricity Manipulation > Thunder Strike Blaster Support > Ninja Training > Golden Dragonfly Brute Melee > Katana > Golden Dragonfly Brute Melee > Stone Melee > Fault Controller Control > Electric Control > Jolting Chain Controller Control > Gravity Control > Wormhole Peacebringer Defensive > Luminous Aura > White Dwarf Flare Peacebringer Defensive > Luminous Aura > White Dwarf Smite Peacebringer Defensive > Luminous Aura > White Dwarf Strike Peacebringer Offensive > Luminous Blast > Solar Flare Scrapper Melee > Dual Blades > Typhoon's Edge Staker Melee > Spines > Ripper Warshade Defensive > Umbral Aura > Black Dwarf Smite Warshade Defensive > Umbral Aura > Black Dwarf Strike Warshade Offensive > Umbral Blast > Dark Nova Blast Warshade Offensive > Umbral Blast > Dark Nova Detonation Epic > Field Mastery > Power Blast Epic > Leviathan Mastery > Arctic Breath Epic > Primal Forces Mastery > Power Blast Epic > Psionic Mastery > Psionic Tornado Pool > Fighting > Kick Pool > Leaping > Jump Kick Temporary Powers > Advanced Assault Rifle Slug Temporary Powers > Arachnos Shotgun Blast Temporary Powers > Electron Haze Temporary Powers > Energy Smash Temporary Powers > Focused Burst Temporary Powers > Gabriel's Hammer Temporary Powers > Holy Shotgun Shells Temporary Powers > Laser Beam Eyes Temporary Powers > Nictus Gravitic Emanation Temporary Powers > Plasmatic Taser Temporary Powers > PPD Grenade Launcher Temporary Powers > Rikti Rifle Temporary Powers > Sawed-off Shotgun Temporary Powers > Shivan Haze Temporary Powers > Shivan Smash Temporary Powers > Shivan Strike Temporary Powers > Shotgun Launched Frag Grenade Temporary Powers > St > Louis Slammer Temporary Powers > Synaptic Whirlwind Pets > Arachnobot Blaster > Energy Blast Pets > Bomb > Time Bomb Pets > High Explosives > High Explosives Pets > High Explosives Tech > High Explosives Pets > LightningStorm_NPC > Lightning Pets > Longbow Heavy > Energy Barrage Pets > Longbow Heavy > Grenade Pets > Longbow Heavy > Plasma Blast Pets > Mine > Trip Mine Pets > Phantasm > Energy Torrent Pets > Phantasm > Power Bolt Pets > Singularity > Lift Pets > Stone > Hurl Boulder Pets > Tech Lab > Explosion Pets > Thug Minion > Dual Wield Knockback Suppression rules have been enforced for the following enhancements: Spoiler Avalanche: Recharge/Chance for Knockdown Kinetic Combat: Chance for Knockdown Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown Stupefy: Chance for Knockback Kinetic Combat: Chance for Knockdown Ragnarok: Chance for Knockdown Stupefy: Chance for Knockback Might of the Empire: Damage/Recharge/Chance for Knockdown Superior Avalanche: Recharge/Chance for Knockdown Ragnarok: Chance for Knockdown Bases Renamed "Bathroom" tab to "Bath & Kitchen" Added 38 new base items created by @Naomi: Spoiler Bath & Kitchen > Laundry Basket 1 Bath & Kitchen > Laundry Basket 2 Bath & Kitchen > Laundry Detergent Bath & Kitchen > Microwave Bath & Kitchen > Dinner Fork Bath & Kitchen > Dinner Spoon Bath & Kitchen > Dinner Knife Bath & Kitchen > Dinner Plate 1 Bath & Kitchen > Dinner Plate 2 Bath & Kitchen > Dinner Bowl 1 Bath & Kitchen > Dinner Bowl 2 Bath & Kitchen > Coffee Maker 1 Bath & Kitchen > Coffee Maker 2 Bath & Kitchen > Coffee Maker 3 Bath & Kitchen > Coffee Carafe 1 Bath & Kitchen > Coffee Carafe 2 Bath & Kitchen > French Press 1 Bath & Kitchen > French Press 2 Bath & Kitchen > Coffee Can 1 Bath & Kitchen > Coffee Can 2 Bath & Kitchen > Coffee Bag 1 Bath & Kitchen > Ice Bucket 1 Bath & Kitchen > Ice Bucket 2 Bath & Kitchen > Wine Glass 1 Bath & Kitchen > Wine Glass 2 Bath & Kitchen > Champagne Flute 1 Bath & Kitchen > Champagne Flute 2 Bath & Kitchen > Wine Bottle Bath & Kitchen > Champagne Bottle Bath & Kitchen > Portable Grill 1 Bath & Kitchen > Portable Grill 2 Bath & Kitchen > Portable Grill 3 Bath & Kitchen > Portable Grill 4 Bath & Kitchen > Portable Grill Lid Bath & Kitchen > Grill Hotdog 1 Bath & Kitchen > Grill Hotdog 2 Bath & Kitchen > Grill Hamburger 1 Bath & Kitchen > Grill Hamburger 2 User Interface Switch to a different method of hooking the Print Screen key. This should fix the issues with using modifier keys in conjunction with it, as well as allow it to pass through to the OS so the traditional "copy to clipboard" functionality works again. Resynchronize modifier key state in certain edge cases (mostly involving the numeric keypad) to try and resolve issues of the shift key rarely getting stuck. Bug Fixes Fix the team window showing "On mission map" when a teammate is in their Supergroup Base and vice versa. Prevent immediate crash when passing a -patchdir parameter to a nonexistent directory. This seems to be happening on certain Macs. Fixes for many Mapserver crashes unearthed by the new crash handler Various fixes and stability improvements to the client This should allow some users that were previously stuck on the Safe Mode client to now use the new client Fixed a bug that allowed players to inadvertently delete the geometry of entire zones Powers Fixes Archery > Ranged Shot Fixed a bug where would not animate in the character customization screen. Blaster Ranged > Electric Blast > Corrected an FXGEO feedback error with this power's FX. Blaster Support > Atomic Manipulation > Beta Decay: Text should no longer state it taunts enemies. Blaster Support > Atomic Manipulation > Electron Shackles: Should no longer accept Endurance Modification enhancements or sets. Blaster Support > Psoinic Manipulation > Drain Psych: -Regeneration effect should no longer be enhanceable. Dark Control > Umbra Beast: Should now accept Fear Enhancement and Sets. Devices > Targeting Drone: The power description for Targeting Drone has been fixed. Dominator > Fire Control > Fire Imps: Should now always summon 3 imps. Dominator > Psionic Assault > Drain Psych: -Regeneration effect should no longer be enhanceable. Dominator > Savage Assault > Call hawk & Feral Charge: Should no longer accept Dominator Archetype Enhancement sets. Pool > Force of Will > Mighty Leap > Takeoff effect can now be cancelled. Pool > Force of Will > Weaken Resolve: Fixed typos. Now accepts Accurate ToHit Debuff enhancements. Gravity Control > Singularity should now apply and take advantage of the Impact mechanic. Ice Melee > Frozen Fists (Brute/Stalker/Scrapper) Power Description should no longer say it adds -res. Incarnate > Hybrid : Should no longer fail to shut down after zoning. Martial Arts > Crippling Axe Kick: now accepts defense debuff enhancements and sets. Poison Weaken and Cold Domination -Special powers should no longer be boosted by +Special powers like Power Boost. As a rule, Str effects should not be affected by other Str effects. Pool > Concealment > Stealth and Invisibility: translucency issues should now, FINALLY be fixed. Pool > Leaping > Spring Attack: should now do damage when used by Sentinels Proton Volley's Fast-Snipe sphere FX should now tint properly. Radiation Armor > Beta Decay: Taunt magnitude should now always be Mag 4 Radiation Melee > Contamination AoE should now reliably trigger when hitting a contaminated target. Sentinel > Bio Armor > Athletic Regulation: Should no longer accept travel enhancement sets. Sentinel > Energy Aura > Power Armor: Should now accept Healing Enhancement Sets Sentinel > Fire Blast > Blazing Blast: Should now do 13 ticks of damage over time. Tanker Melee > Psionic Melee > Greater Psi Blade: Should no longer do AoE insight damage. Temporary Powers > Ethereal Shift should shut down automatically as other Phase Shift powers. Boosts > Performance Shifter > Chance for +Endurance: Should now have a chance to grant the caster Endurance if used on an offensive attack. Arachnos Soldiers > Summoned Spiders should no longer play a teleport fx every 10 seconds. AE Critter > Sonic Resonance > Liquefy: This power had a range of zero. It has been changed to 60ft. AE Critter > Pain Domination > Soothing Aura: This power is now an Auto, as most AE versions of Toggle powers. AE Critter > Force Fields > Personal Force Fields now lasts 30 seconds instead of 0.75 seconds. AE Critter > Assault Rifle > Ignite: Should now properly do damage. Edited January 19, 2020 by Captain Powerhouse 2 1 Link to comment Share on other sites More sharing options...
Vanden Posted January 18, 2020 Share Posted January 18, 2020 Isn't today the 18th? A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool Link to comment Share on other sites More sharing options...
City Council Widower Posted January 18, 2020 City Council Share Posted January 18, 2020 2 minutes ago, Vanden said: Isn't today the 18th? Time is an illusion, and so are bugs. 1 4 "We need Widower. He's a drop of sanity in a bowl of chaos - very important." - Cipher Are you also a drop of sanity in a bowl of chaos? Consider applying to be a Game Master! Link to comment Share on other sites More sharing options...
Galaxy Brain Posted January 19, 2020 Share Posted January 19, 2020 6 hours ago, GM Widower said: Time is an illusion, and so are bugs. ill/time controller with the hinted at Bug epic pool? Link to comment Share on other sites More sharing options...
Biosphere Posted January 19, 2020 Share Posted January 19, 2020 (edited) 11 hours ago, The Curator said: AoEs Most Tanker Melee AoE powers have had their target caps increased. Most cones now have a 10 target cap. Most PBAoEs now have a 16 target cap. May I ask for some clarification on this change? I understand it says "most" but I keep finding different powers from sets where the numbers are all over the place and it seems really inconsistent. Here's some examples: Fire Melee's AoEs are 16 target caps but then Breath of Fire, which is a cone, also says it hits 16. Titan Weapons only got changed for Whirling Smash and Arc of Destruction. Frost from Ice Melee is a cone but it says it hits 16 targets too. Golden Dragonfly hits 16 targets and is a cone, but then Headsplitter which is the same move just a different weapon only hits 10 targets. Crowd Control hits 16 targets and is a cone, but Pendulum hits 10. Shatter hits 10 targets, but Cleave hits 16. Is this just incorrect reporting from the detailed info, or is this how it actually is? If so, what was the reasoning for these specific changes made and can we have a comprehensive list showing what got increased? By saying "most" we then have to discover the specifics for ourselves. Edited January 19, 2020 by Biosphere 1 2 Link to comment Share on other sites More sharing options...
PrinceTycho Posted January 19, 2020 Share Posted January 19, 2020 19 hours ago, The Curator said: Phantom Army Added new customisation options for Phantom Army Mirror (copy of current character costume) Phantom Mirror (copy of current character costume with Phantom Army VFX) Anyone know if this addition also applies to the 'Phantoms' Lore power? Since they use the same 'Phantom Army' graphics? Link to comment Share on other sites More sharing options...
siolfir Posted January 19, 2020 Share Posted January 19, 2020 10 hours ago, Biosphere said: May I ask for some clarification on this change? I understand it says "most" but I keep finding different powers from sets where the numbers are all over the place and it seems really inconsistent. Here's some examples: There were inconsistencies originally, where some cones had target caps of 10 and most had target caps of 5. Generally speaking (because I don't want to go power by power) attacks that had a target cap of 10 were increased to 16, and attacks that had target caps of 5 were increased to 10. So if you're seeing cones that have target caps of 16, they already had a cap of 10 before and it was increased to buff them. Link to comment Share on other sites More sharing options...
EmperorSteele Posted January 19, 2020 Share Posted January 19, 2020 2 hours ago, PrinceTycho said: Anyone know if this addition also applies to the 'Phantoms' Lore power? Since they use the same 'Phantom Army' graphics? Not yet, but Jimmy told me it's something they're looking at. I would assume they want to do a pass at all Lore powers to make them customizable, but that's just my own theory. Link to comment Share on other sites More sharing options...
Biosphere Posted January 19, 2020 Share Posted January 19, 2020 May I make a request then that for future patch notes instead of saying a generic thing like "most cones went to 10, most AoEs went to 16" instead it's laid out in a format showing the specifics? For example something like this: AoEs Most Tanker attacks have had their target caps increased. The following Tanker powers now have an increased target cap of 16: Frost Crowd Control Etc... The following Tanker powers now have an increased target cap of 10: Pendulum Shatter Etc... 2 1 Link to comment Share on other sites More sharing options...
csr Posted January 19, 2020 Share Posted January 19, 2020 (edited) On 1/18/2020 at 10:08 PM, Biosphere said: May I ask for some clarification on this change? I understand it says "most" but I keep finding different powers from sets where the numbers are all over the place and it seems really inconsistent. Here's some examples: Fire Melee's AoEs are 16 target caps but then Breath of Fire, which is a cone, also says it hits 16. Titan Weapons only got changed for Whirling Smash and Arc of Destruction. Frost from Ice Melee is a cone but it says it hits 16 targets too. Golden Dragonfly hits 16 targets and is a cone, but then Headsplitter which is the same move just a different weapon only hits 10 targets. Crowd Control hits 16 targets and is a cone, but Pendulum hits 10. Shatter hits 10 targets, but Cleave hits 16. Is this just incorrect reporting from the detailed info, or is this how it actually is? If so, what was the reasoning for these specific changes made and can we have a comprehensive list showing what got increased? By saying "most" we then have to discover the specifics for ourselves. Here are the exceptions to the area attack target cap rules (10 for cones, 16 for spheres)). And a possible explanation as to why. Battle Axe Cleave gets 16 targets instead of 10. Has a cap of 10 in I26.3, rather than 5. However, you're unlikely to hit 16 with a 40 degree, 10' cone. Dark Melee Soul Drain gets 10 targets instead of 16. It's primarily a target-scaling self-buff rather than an attack. Dual Blades One Thousand Cuts gets 16 targets instead of 10. Has a target cap of 10 in I26.3. Fiery Melee Breath of Fire gets 16 targets instead of 10. Has a target cap of 10 in I26.3. Ice Melee Frost gets 16 targets instead of 10 Has a target cap of 10 in I26.3. Katana Golden Dragonfly gets 16 targets instead of 10. Has a target cap of 10 in I26.3. (Broadsword / Head Splitter hits only 5 in I26.3.) Kinetic Melee Repulsing Torrent gets 16 targets instead of 10. Has a target cap of 10 in I26.3. Spines Spine Burst only gets 10 targets instead of 16. I believe this was done because Captain Powerhouse felt Spines was over-performing with the changes. Throw Spines gets 16 targets instead of 10. Has a target cap of 10 in I26.3. Titan Weapons Defensive Sweep only gets 5 targets instead of 10. Again, I think Captain Powerhouse believes Titan Weapons over-performs with the standard changes. Titan Sweep only gets 5 targets instead of 10. As above. War Mace Crowd Control gets 16 targets instead of 10. Has a target cap of 10 in I26.3. One power not listed above that obeys the stated rules, but would be an exception if we used "a target cap of 10 is increased to 16" as a rule instead, would be Claws / Shockwave; which hits 10 in both I26.3 and I26.4rc3. I believe the buff to it was also skipped because Captain Powerhouse felt Claws was over-performing otherwise. Note that it also ignores the arc increase buff, and so is unchanged from I26.3. Making it one of only three Tanker melee set AoE damage powers (the two early Titan Weapons cones listed above being the others) that get no buff at all in I26.4rc3. Every other one either gets more targets, more area, both or just a proc chance increase due to reduced area regained through the Inherent buff. Spine Burst is the only power in the last category, as all the other spheres reduced from 15' to 10' also get target cap increases. Those are Fiery Melee / Combustion, Stone Melee / Tremor, Super Strength / Foot Stomp and Titan Weapons / Whirling Smash. [Edit:] I missed the non-damaging powers that had there radii proportionately decreased. Those are: Stone Melee / Fault and Super Strength / Hand Clap. Interestingly, Electrical Melee / Lightning Clap still owns a 15' radius and in this latest patch no longer ignores the buff. I suspect that is a mistake. So, yeah, there are a lot of exceptions to the stated rules, but many of those are because there are exceptions to the rules in I26.3 to begin with. Edited January 20, 2020 by csr clarity 3 Link to comment Share on other sites More sharing options...
csr Posted January 19, 2020 Share Posted January 19, 2020 5 minutes ago, Biosphere said: May I make a request then that for future patch notes instead of saying a generic thing like "most cones went to 10, most AoEs went to 16" instead it's laid out in a format showing the specifics? For example something like this: AoEs Most Tanker attacks have had their target caps increased. The following Tanker powers now have an increased target cap of 16: Frost Crowd Control Etc... The following Tanker powers now have an increased target cap of 10: Pendulum Shatter Etc... I'm definitely in favor of more specific information instead of rules with numerous exception you have to track down yourself. Link to comment Share on other sites More sharing options...
siolfir Posted January 19, 2020 Share Posted January 19, 2020 (edited) 1 hour ago, csr said: I believe this was done because Captain Powerhouse felt Spines was over-performing with the changes. No need to speculate on it: he flat out stated that was the reason in the first feedback thread. Regarding TW and Shockwave: Specifically calling out Spine Burst: Edited January 19, 2020 by siolfir premature posting when I hit enter in the edit window. :( Link to comment Share on other sites More sharing options...
Sir Myshkin Posted January 19, 2020 Share Posted January 19, 2020 (edited) Five months of testing and we're nearly there, woo! Bring on the Tanker Buff! Edited January 19, 2020 by Sir Myshkin 2 Pylon Test Run Submission Proc Monsters (Controller Edition) Proc Monsters (Defender Edition) Pylon Test Run Results Proc Monsters (Tanker Edition) "Mad King Special" "Ceterum autem censeo Iram esse delendam" Mad King Special - Force Edition (NEW!) Link to comment Share on other sites More sharing options...
Lex Talion Posted January 19, 2020 Share Posted January 19, 2020 On 1/18/2020 at 8:55 PM, The Curator said: Taunt Auras The following Taunt Auras now have a built-in scale 1 Taunt (approximately 13.6s at level 50), as the global Gauntlet / PunchVoke proc doesn't apply to them: Invincibility, Against All Odds, Rise to the Challenge (Brute and Tank only). Brute and Tanker Ice Armor powers no longer have built-in Taunt, they are now instead covered by the inherent global proc. Where does Evasion fit in? Drama, Horror and Mad Science Link to comment Share on other sites More sharing options...
Biosphere Posted January 19, 2020 Share Posted January 19, 2020 Were the benchmarks posted for why Spines was declared overperforming? What was the test used for that analysis? I tried to search for if it had been but I couldn't see anything. 1 Link to comment Share on other sites More sharing options...
Super Homer Posted January 19, 2020 Share Posted January 19, 2020 It is not a trade secret that Claws, Spines and Titan Weapons are ridiculously above average for AoE performance (to be fair, Titan Weapons is above average on every single aspect.) Link to comment Share on other sites More sharing options...
golstat2003 Posted January 19, 2020 Share Posted January 19, 2020 (edited) 6 minutes ago, Super Homer said: It is not a trade secret that Claws, Spines and Titan Weapons are ridiculously above average for AoE performance (to be fair, Titan Weapons is above average on every single aspect.) Outside of spines/fire, I find spines to be completely underwhelming. Especially in regards to the other two you listed. EDIT: With that said Captain P may have data that shows otherwise. Edited January 19, 2020 by golstat2003 Link to comment Share on other sites More sharing options...
csr Posted January 19, 2020 Share Posted January 19, 2020 44 minutes ago, Biosphere said: Were the benchmarks posted for why Spines was declared overperforming? What was the test used for that analysis? I tried to search for if it had been but I couldn't see anything. No, but I think it is pretty clear that it is due to Spines having lots of AoE to begin with. Now it gets a meaningless target cap increase to Quills (try hitting more than 10 with an 8' radius AoE where you are occupying the middle of that space yourself), a proc chance increase (and nothing else) for Spine Burst, a target cap increase for Throw Spines, and a full buff for Ripper. It appears that Captain Powerhouse is using the buffs to narrow the gaps between the best AoE sets and those behind. Unfortunately that means the best AoE sets get relatively less from the buffs due to all of the exceptions applied to their powers, while the AoE light sets get relatively less due to having little to benefit from the buffs to begin with. So new gaps are opening up at the bottom end as the gaps at the top end narrow. Dark Melee, Energy Melee and Street Justice just don't have much to benefit from the buffs. Two of the three are good at ST at least. Energy Melee is just not good at anything any more. It will rank near the bottom in ST and area damage, Mitigation is not especially good, as the reliable stuns are tied to very long animation times and a power that does very little damage and is taken by absolutely no one. And even aggro generation will be in the bottom 3 with Dark Melee and Street Justice. In the next group Stone Melee and Super Strength have little more to benefit and have those powers not getting area buffs (as their radii were reduced in reciprocal proportion), just proc chance and target cap increases. With only one of the two powers in each set being a damage power to boot. So those five low AoE sets and Spines aren't doing very well with the buffs, relatively speaking. At least Energy Melee and Super Strength should be on Captain Powerhouse's short list of sets needing reworking. The more I look at Energy Melee the more I wonder how it has made it to this point as is. Link to comment Share on other sites More sharing options...
Biosphere Posted January 20, 2020 Share Posted January 20, 2020 25 minutes ago, Super Homer said: It is not a trade secret that Claws, Spines and Titan Weapons are ridiculously above average for AoE performance (to be fair, Titan Weapons is above average on every single aspect.) There's a big difference between what is generally accepted as truth and real data. Don't get it wrong, I'm not trying to play devil's advocate with you, but I am a proponent of sharing recorded values. If Spines is in fact outperforming due to some type of test with displayable graphs, like how we have for archetype popularity, then I think we should see it as well as understand the rules of the test. I just want to see the data if it hasn't already been posted. 22 minutes ago, csr said: Now it gets a meaningless target cap increase to Quills (try hitting more than 10 with an 8' radius AoE where you are occupying the middle of that space yourself) This brings up a good point. Why increase the target cap to a power if you're already limited by the shape of the power's attack/cone/whatever it is? 1 Link to comment Share on other sites More sharing options...
siolfir Posted January 20, 2020 Share Posted January 20, 2020 2 minutes ago, Biosphere said: There's a big difference between what is generally accepted as truth and real data. Don't get it wrong, I'm not trying to play devil's advocate with you, but I am a proponent of sharing recorded values. If Spines is in fact outperforming due to some type of test with displayable graphs, like how we have for archetype popularity, then I think we should see it as well as understand the rules of the test. I just want to see the data if it hasn't already been posted. This brings up a good point. Why increase the target cap to a power if you're already limited by the shape of the power's attack/cone/whatever it is? To address the questions: I don't think any of the benchmarking has been posted, merely referenced. If someone else has seen posts, please correct me. As for why increase the target cap... Quills has a better chance of hitting 16 as an 8' 360° AoE than hitting 10 with Head Splitter, Golden Dragonfly, or Cleave (10', 20° arc). It also briefly was getting the radius increase while Spine Burst wasn't, even though Spine Burst had its radius decreased to 10'. When Captain Powerhouse removed the "ignore external buffs" flag from Spine Burst, it was added to Quills, since that was supposed to have been the case all along. I would've been happy with both powers being affected, but Quills is a bigger reason for Spines' AoE performance than Spine Burst, and it was deliberately selected to be ignored because of the other AoE in the set. Link to comment Share on other sites More sharing options...
csr Posted January 20, 2020 Share Posted January 20, 2020 (edited) 23 minutes ago, Biosphere said: This brings up a good point. Why increase the target cap to a power if you're already limited by the shape of the power's attack/cone/whatever it is? Simply to stick to systematic rules instead of having to craft every power individually is reason enough. It's just good design practice. As for Quills, it is an oblate sphere (vertical distance is doubled, resulting in a flattened sphere, as can be seen in Dispersion Bubble and similar powers), so there is some possibility that you might be able to pack 11+ fliers in the volume around a flying Spines Tanker. I just don't think it will result in more than a tiny, tiny increase in average number of foes hit. Edited January 20, 2020 by csr Link to comment Share on other sites More sharing options...
Chronicler J Posted January 20, 2020 Share Posted January 20, 2020 26 minutes ago, csr said: Simply to stick to systematic rules instead of having to craft every power individually is reason enough. It's just good design practice. Then why specifically target powers for their performance when you are sticking to a "design practice" that blankets everything, but then not really? Battle Axe Cleave can now hit 16 targets. In 10 ft radius. In a 20 degree cone. Are you kidding me? If Titan Weapons can be singled out and denied the cone treatment to Defensive Sweep and Titan Sweep, powers like Frost and Quills, which cannot realistically hit their new target caps, could also go unchanged to be consistent. "Good design practice." 1 Link to comment Share on other sites More sharing options...
csr Posted January 20, 2020 Share Posted January 20, 2020 (edited) 1 hour ago, Chronicler J said: Then why specifically target powers for their performance when you are sticking to a "design practice" that blankets everything, but then not really? Battle Axe Cleave can now hit 16 targets. In 10 ft radius. In a 20 degree cone. Are you kidding me? If Titan Weapons can be singled out and denied the cone treatment to Defensive Sweep and Titan Sweep, powers like Frost and Quills, which cannot realistically hit their new target caps, could also go unchanged to be consistent. "Good design practice." There's no reason to deviate from the practice if the deviation is meaningless or otherwise unnecessary. Captain Powerhouse only appears to be deviating from the rules when he considers a set OP and in need of reigning in. He, unfortunately, isn't changing things for the under-performing sets at this time. Nor does he appear to be going power-by-power. Repulsing Torrent, for example, doesn't get the Throw Spines/Shockwave treatment, presumably because CP doesn't think Kinetic Melee is over-performing. Frost, btw, can hit its target cap. It's a 180 degree 10' cone that is NOT treated as a melee attack for Range enhancement. So you can easily get it to half of a 14' sphere. You won't hit 16 often, but it's possible, and hitting more than 10 isn't uncommon at all. Edited January 20, 2020 by csr Link to comment Share on other sites More sharing options...
Chronicler J Posted January 20, 2020 Share Posted January 20, 2020 (edited) 6 minutes ago, csr said: Frost, btw, can hit its target cap. It's a 180 degree 10' cone that is NOT treated as a melee attack for Range enhancement. So you can easily get it to half of a 14' sphere. You won't hit 16 often, but it's possible. It's 90. Even in a Fire Farm it was barely hitting 11 or 12. Edited January 20, 2020 by Chronicler J Link to comment Share on other sites More sharing options...
csr Posted January 20, 2020 Share Posted January 20, 2020 Just now, Chronicler J said: It's 90. The Tanker Inherent doubles that arc. Link to comment Share on other sites More sharing options...
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