Luminara Posted April 8 Posted April 8 The second aspect of this enhancement is supposed to grant a 35% boost to Run Speed for 120s. I had an idea for an alternative approach to a build I'm making and I wanted to test it, so I slotted it in Infiltration. When Infiltration is toggled on, combat attrib lists Thrust: Running Speed/Increased Run Speed +5.94 mph in the Running Speed category. Problem is, it's removed as soon as I shut off Infiltration. Something is preventing it from applying the 120s duration, or removing the boost when the travel power is shut off (Cancel on Miss?) 1 Get busy living... or get busy dying. That's goddamn right.
SeraphimKensai Posted April 8 Posted April 8 Is that because it's a toggle and not a click power? Does the same behavior happen if you slot it in sprint/athletic run? 1
Luminara Posted April 8 Author Posted April 8 1 hour ago, SeraphimKensai said: Is that because it's a toggle and not a click power? No. I tested a Stealth IO, which uses the same 120s duration, and that lasted 120s after I turned the toggle off. That's how Proc120 IOs work. If they're in a toggle, the 120s duration is refreshed every time the power re-activates. Thrust is supposed to be a Proc120, but it's not 120ing. 1 hour ago, SeraphimKensai said: Does the same behavior happen if you slot it in sprint/athletic run? Thrust can't be slotted in Sprint powers, and Athletic Run can't be slotted at all. I just finished testing with Speed of Sound, the 120s duration isn't applied in that power either. Toggle off, the Increased Run Speed buff disappears instead of continuing for 120s. So it's the IO, not powers. 1 Get busy living... or get busy dying. That's goddamn right.
Glacier Peak Posted April 9 Posted April 9 https://cod.uberguy.net/html/power.html?power=boosts.attuned_thrust_d.attuned_thrust_d This one? 1 I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
macskull Posted April 9 Posted April 9 (edited) 2 hours ago, Luminara said: No. I tested a Stealth IO, which uses the same 120s duration, and that lasted 120s after I turned the toggle off. That's how Proc120 IOs work. If they're in a toggle, the 120s duration is refreshed every time the power re-activates. Thrust is supposed to be a Proc120, but it's not 120ing. Stealth IOs (indeed, any Proc120) in a toggle power only work while the toggle is active, so Thrust's behavior is WAI. EDIT: Just verified ingame with both a stealth IO in Sprint and a Kismet +tohit in Combat Jumping. Both turn off when the respective toggle turns off, as expected. The behavior you're describing in your posts here is how these used to work, but proc120s haven't worked that way since they were changed to their current behavior in Issue 18. Edited April 9 by macskull 2 1 "If you can read this, I've failed as a developer." -- Caretaker Proc information and chance calculator spreadsheet (last updated 15APR24) Player numbers graph (updated every 15 minutes) Graph readme @macskull/@Not Mac | Twitch | Youtube
Luminara Posted April 9 Author Posted April 9 3 minutes ago, macskull said: Stealth IOs (indeed, any Proc120) in a toggle power only work while the toggle is active, so Thrust's behavior is WAI. Nope. Unbounded Leap: Stealth in Sprint, Sprint toggled on. About a minute after I turned off Sprint. Test it yourself, you'll have the same result. Thrust is borked. 1 Get busy living... or get busy dying. That's goddamn right.
macskull Posted April 9 Posted April 9 4 minutes ago, Luminara said: Nope. Test it yourself, you'll have the same result. Thrust is borked. So let's do this. Celerity in Sprint, Sprint toggled on. A few seconds after detoggling Sprint. No stealth. Maybe it's something specific with Unbounded Leap? Let's try that instead. Working as expected so far, let's try toggling it off. Again, a few seconds after toggling Sprint off. No stealth. Dunno what you're doing to get Unbounded Leap to keep giving you stealth but I'd love it if it worked that way. You might have found an unintentional bug, but the behavior you're experiencing isn't the expected behavior. 1 "If you can read this, I've failed as a developer." -- Caretaker Proc information and chance calculator spreadsheet (last updated 15APR24) Player numbers graph (updated every 15 minutes) Graph readme @macskull/@Not Mac | Twitch | Youtube
Luminara Posted April 9 Author Posted April 9 13 minutes ago, macskull said: Dunno what you're doing to get Unbounded Leap to keep giving you stealth but I'd love it if it worked that way. You might have found an unintentional bug, but the behavior you're experiencing isn't the expected behavior. No, I'm just the dumbest dumb person who ever did anything dumb. I forgot it was slotted in Combat Jumping, not Sprint, on that character. May I please have some condiment for my crow? 1 1 2 Get busy living... or get busy dying. That's goddamn right.
macskull Posted April 9 Posted April 9 Just now, Luminara said: No, I'm just the dumbest dumb person who ever did anything dumb. I forgot it was slotted in Combat Jumping, not Sprint, on that character. May I please have some condiment for my crow? If it makes you feel any better: The proc120 change is in the update description for Issue 18 but if you go to the actual patch notes for that date it isn't in there The HCwiki page for proc120s also describes the wrong behavior I thought you might be on to something when I kept seeing Kismet last after I detoggled Tactics but then I remembered I had it slotted in CJ 1 "If you can read this, I've failed as a developer." -- Caretaker Proc information and chance calculator spreadsheet (last updated 15APR24) Player numbers graph (updated every 15 minutes) Graph readme @macskull/@Not Mac | Twitch | Youtube
AboveTheChemist Posted April 9 Posted April 9 2 hours ago, macskull said: The HCwiki page for proc120s also describes the wrong behavior Are you referring to the Proc120 description on the Issue 18 HC wiki page as the one in error? I checked the few other Proc120 descriptions that I know of on the HC wiki and they are all correct. If you aren't referring to that page, can you please link the page you are referring to? 1 Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
macskull Posted April 9 Posted April 9 11 minutes ago, AboveTheChemist said: Are you referring to the Proc120 description on the Issue 18 HC wiki page as the one in error? I checked the few other Proc120 descriptions that I know of on the HC wiki and they are all correct. If you aren't referring to that page, can you please link the page you are referring to? No, the description on the I18 page is correct, but the actual patch notes don't have the change listed. The wiki page I found to be incorrect is this one. I would've edited it myself but the database is still locked. 1 1 "If you can read this, I've failed as a developer." -- Caretaker Proc information and chance calculator spreadsheet (last updated 15APR24) Player numbers graph (updated every 15 minutes) Graph readme @macskull/@Not Mac | Twitch | Youtube
AboveTheChemist Posted April 9 Posted April 9 Sounds like it might be my understanding of Proc120s that is incorrect then, as I wrote at least one instance that explains how they work, and it doesn't match what is on the I18 page. Once the wiki unlocks I'll try to remember to correct the entries that I am aware of. 1 Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
City Council Booper Posted April 9 City Council Posted April 9 18 hours ago, Luminara said: No. I tested a Stealth IO, which uses the same 120s duration, and that lasted 120s after I turned the toggle off Can you double check that, because that would be a bug. The Stealth IO should always turn off when the power it's slotted in is toggled off. Edit: I see in the comments this got figured out. Disregard my redundancy. 1
Riverdusk Posted April 9 Posted April 9 (edited) I'm very glad, the stealth procs in particular, do shut off immediately. I'd hate to have to wait for 120 seconds every time for it to wear off before I could escort a hostage through a map. Edited April 9 by Riverdusk 1 1
Captain Fabulous Posted April 10 Posted April 10 Wait, so has this changed? Because I remember stealth procs in movement powers used to keep going after you turned the power off. Is this no longer the case?
Hedgefund Posted April 10 Posted April 10 5 posts above yours, AboveTheChemist linked to when it was changed in i18.
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