Troo Posted March 22, 2022 Posted March 22, 2022 I believe there was mention of a new knockback formula. Did that get implemented? Also secretly hoping that new formula can calculate some type of damage based on knockback distance. 2 "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
Bopper Posted March 22, 2022 Posted March 22, 2022 1 PPM Information Guide Survivability Tool Interface DoT Procs Guide Time Manipulation Guide Bopper Builds +HP/+Regen Proc Cheat Sheet Super Pack Drop Percentages Recharge Guide Base Empowerment: Temp Powers Bopper's Tools & Formulas Mids' Reborn
Xenosone Posted March 22, 2022 Posted March 22, 2022 I just wanna six slot kb powers and send fools flying. Is that in the works? 2
Troo Posted March 22, 2022 Author Posted March 22, 2022 15 minutes ago, Xenosone said: I just wanna six slot kb powers and send fools flying. Is that in the works? soontm and for a limited time only. "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
Troo Posted March 22, 2022 Author Posted March 22, 2022 @Bopper Velocity, that's what I was looking for. Thanks! "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
oedipus_tex Posted March 22, 2022 Posted March 22, 2022 (edited) That whole "params" section is new to me and I assume part of the changes. The ability to adjust knock vector is not present in the live code IIRC. It also looks like that params code can specify a starting point and ending point for the vector. Wonder if that can finally allow "yank" style powers. Edited March 22, 2022 by oedipus_tex 1
DougGraves Posted March 22, 2022 Posted March 22, 2022 The big thing for me will be having clockwork and lower level foes not get knocked back by my knockdown powers. I will be able to use iceslick at low levels without having clockwork go flying. 1 1
Bopper Posted March 22, 2022 Posted March 22, 2022 3 hours ago, oedipus_tex said: That whole "params" section is new to me and I assume part of the changes. The ability to adjust knock vector is not present in the live code IIRC. It also looks like that params code can specify a starting point and ending point for the vector. Wonder if that can finally allow "yank" style powers. 1 PPM Information Guide Survivability Tool Interface DoT Procs Guide Time Manipulation Guide Bopper Builds +HP/+Regen Proc Cheat Sheet Super Pack Drop Percentages Recharge Guide Base Empowerment: Temp Powers Bopper's Tools & Formulas Mids' Reborn
oedipus_tex Posted March 22, 2022 Posted March 22, 2022 1 hour ago, Bopper said: Thanks for the reference. I'm always impressed by the skill of this team. I knew there was some chatter about knock changes, but didn't know you all were so far along. Of the new features, high magnitude knockdown is one of the most exciting to me.
Luminara Posted March 23, 2022 Posted March 23, 2022 5 hours ago, oedipus_tex said: Of the new features, high magnitude knockdown is one of the most exciting to me. I'm imagining Lift being redone with high mag KD instead of KU, and dribbling critters from one end of a map to the other. 1 Get busy living... or get busy dying. That's goddamn right.
Shred Monkey Posted March 23, 2022 Posted March 23, 2022 I don't know about the code, but I read that Meteor uses some kind of new Knockback vector code. I assume this is related to that. I can speak from experience that out of the box, it's downright comical. Active on Excelsior: Prismatic Monkey - Seismic / Martial Blaster, Shadow Dragon Monkey - Staff / Dark Brute, Murder Robot Monkey - Arachnos Night Widow
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