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The Freak "pwned" badge mission last room has invisble freak decorations. They are there, just invisible.
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I am gonna guess that all the unique maps are doing this then, last mission in Synapse the junk piles are invisible. -
Hostage rescue/kidnappings the hostage is not fully released unless all pets die, any powers like earthquake fade away. Puts a damper on things when defeating last enemy triggers ambush yet waiting on hostage to be able to move.
Just took a council radio mission and set to Rugged and got 2 LTs and 5 minion ambush solo. -
The last mission in Synapse TF the junk piles are all invisible now. 4 man team and no one could see them but they were clearly still there.
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Here is a question, can the bug be fixed which does not allow teammates in base as well the randomly being kicked from your own base issue.
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Where do MM pets fit in that are still broken and often run back and forth through elevators and do not respond to commands have the times.
Borked Mayhem mission ambushes, the flying death squads. The ambushes which sometimes 2 or more nulifiers while running solo on villainous setting. No nullifiers should even be in the missions right now since the LTs are bugged so what gives? -
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not sure about the math, never payed much attention to it myself. his name was just an example as he is one of the more vocal people against the dmg bug.
its actually quite easy take just less then hp accolade. for example if we use Snow's test theory with a pl'd tank taking no dmg at all. than we could easily test with out rest on. would be slower but would show it for sure.
which is why if i get some time or can find someone who will do the powerlevel for me i would copy 4 instances over to test and test the following
test 1. no accolade, no rest
test 2. accolade, no rest
test 3. no accolade, resting
test 4. accolade, resting.
by doing that we can also test whether the rest is actually having the affect.
the point of having the pl'd tank is if he has taken very minimal to no dmg it would be easy to see the progress for the first bar.
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Number one rest has already been taken out of the equation. The test I did with 2 MMs in the same mission had both resting. I was resting when I earned Immortal, take a look at the pic again. Ukaserex was resting when they earned Immortal. Number 2 you asked me how do I explain how other people have disputed it and I did even pointed out how one person who you pointed out as one of the most vocal was wrong in their math.
It is extremely difficult to INTENTIONALLY take only damage inside the boosted range. I went ahead and got a monument mission and found a +2 natterling and it is 591.3 damage according to the combat logs and after letting it sit for an hour herostats has the damage listed at about 405K an hour so the math is correct. There is something that Ukaserex left out of the equation that is making it not add up.
What you are suggesting will take a lot of hours to get done. I setup 2 MMs overnight taking the same damage type, same numbers. One had 10% hp accolade and got no progress at all while other had no accolades and got plenty of progress and a badge in the process. So what more proof do you people want? -
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how about the 18 other threads in the last 2 months we have been arguing about the damage badges in? there have been a ton of people arguing that they got the dmg badges without losing any hp to "accolade bug". the most notable being Ukaserex.
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I already answered that. It is extremely difficult to only earn damage inside the boosted hp. You yourself mention spending hours in front of a turret resting yet you made no progress at all. Which accolades do you have?
I just tried Ukaserex math and I can not get 1 billion without doing 100 days at 24 hours a day. So something is not right about it.
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Resting with a +2 natterling, solo gets me 591 every 5 seconds. If we take the accolade boost out, I get 351 damage every 5 seconds.
I only started working on the damage badges on November 28th - the day I created Ukase Rex. And to be more precise, I didn't start farming for them until mid april. When I started farming, I only had about 1/3 of Unbreakable filled up (10 million)
So, that would suggest that I got 997 million by farming overnight in about 100 days. I think it's obvious, that if my statements are assumed true that I'd only have about 600 million if the accolades didn't count.
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591 damage every 5 seconds getting hourly rate, divide 60 seconds by 5 and get 12. Then multiply 591 times 12 and get 7092 per minute. Then for hourly rate multiple it times 60 minutes and get 425,520. Now you have to factor in the 5% chance to miss so multiply it times .95 and get 404,244 an hour. Nightly damage taken at 8 hours is 3,233,952. Then multiply it times 100 days and you only get 323,395,200. Which would only be 1/3 of Immortal. Even at 24 hours it is still 30 million shy of 1 billion so the math is simply wrong. -
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Since MadScienctist simply refuses to acknowledge the truth ...
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ok, NOW you're crossing a line.
look, I'm here, keeping a nice list of bugs, glitches, QOL issues and balances. for this item, I'm looking for some specific details we can use to get Dev attention. and then you have to go and make it personal.
whatever.
you must have missed the number of times I've said it before, so I'll say it again.... SOMETHING appears wrong with the damage badge.
you must have also missed the other people refuting the accolade claims.
if you don't want to help collect more information we can provide to the devs, then what are you actually posting?
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What people refuting the accolade truth? Do you realize how extremely difficult it is to ONLY take damage inside the boosted HP range? Almost impossible to purposely do so. So yes people who think they are proving it false will gain damage progress and then say it is not true. The fact is I did set it up with 2 toon taking the same damage in the same condition, one with accolade and one without and the one without earned badges and got the credit while the one with the accolade did not. Then you still say it could be something else. So yes I will say you refuse to acknowledge the truth in the matter. If you take that personal sorry but it is the truth. I have been farming damage for months now and I now have the final damage badge on my villain. So people asking me questions about a subject that they really do not have a clue about slightly gets on my nerves. -
Both MMs were resting in fire, the same fire. Both had bodyguard active which is probably a bug. One has HPT and the other does not. Powersets have absolutely nothing to do with it. It is NOT anything else besides the accolades this has been tested many times before, any damage taken within the boosted hp range simply does not count.
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I wish I had seen this thread a bit earlier...I started working on Unbreakable fresh from getting Iron Woman. I saw the 1 mil to start with in Unbreakable and then kept Hero Stats running to track the damage taken.
Hero Stats has me at 4.7 million plus this 1 mil I already started it with. That means I should be just over the half mark if it's for 10 million.
My progress bar shows I am only just over what would be the 2.5 million mark. My MM has HPT...and that is a large disparity between HS and the progress bar. It certainly makes getting this badge much more painful, no matter where the problem is.
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Since MadScienctist simply refuses to acknowledge the truth let me first start by saying this is my brute with Immortal. It took months of farming damage to finally get it. Had my mastermind taking 200K damage per hour overnight and nothing tracked. Had another mastermind without the accolade taking the same amount and type of damage yet he tracked and earned badges but somehow this proves nothing.
The key to earning the damage badge is finding something that hits very hard but slow so you can fully recover. -
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A much easier test(and one I intend to run soon): Start a new villain, any kind will do but Brutes will be best. Skip the tutorial. Get someone who has Frostwork, and maybe someone with a heal. Use Frostwork on your brute, see how many more HP you get, and then find a mob that does less damage than that per attack, and let them attack you until you've taken 1,000 damage, keeping Frostwork up the whole time. Alternately, find a building(say, the Fort you start out on) to jump off of to take damage. See if you get a tick on your damage badge.
After I test this, I'll post my results, but people should feel free to test it themselves.
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Was anyone able to try this?
and I think this test illustrates a good point about these situations: watching the damage bar *not moving* is not going to prove much.
If the badge bar moves every 100,000 damage, and you don't see it move, you've proven that you've tracked less than 100,000. You haven't proven you've tracked 0.
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If you sit there taking 200K+ an hour and you have the 2nd badge and after hours of sitting there nothing moves then what do you call it? It is the 1 million damage badge which would make each tic only 10K. I setup 2 different MMs in the same mission, look up to the post which I guess was missed. One thermal corrupter, one MM with HTP which adds 10% and the other MM which has no accolades at all. The second MM only has the first damage badge and the bar for the 500K was flying which is 5K damage per tic. -
Ok so two masterminds are sitting in fire while being healed. One mastermind says to the other "Your damage badge bar is not moving at all while mine is flying." The second one replies "Yeah I know I have accolades."
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The simplest way would be for the playerbase to test this. Once we've done that, if a problem actually exists, and we have actual proof, we can submit our findings to the devs, who will then have a reason to bother other than, "It doesn't feel right."
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and there is the issue. There are many people with troubles farming damage badges. Actual details are rather scarce. Typically, the description of the farming setup starts and ends with "I have +HP Accolades". If we could submit complete builds and other details to the Devs, it may help them figure this out. What's that tracking file people used to demo the /regen problems? Maybe the answer is part of that.
So I guess proof of a damage badge bug would include:
- character archetype and level
- all auto and/or toggle powers active at the time, including temp powers and accolades, as well as powers you have set to auto-fire. provide full slotting information on these, including the actual enhancement level
- which damage badge you're working on and its progress at the start and end of the test
- are you in SG Mode? If so, what is the start and end progress on the SG damage badge? (for all we know the SG Damage Badge may be affecting personal tracking)
- name of mission or zone where you're doing this
- source of damage, it's amount and it's approximate frequency
- time you tested (start time and length of test)
- and anything else worth noting (how much damage Herostats says you took, for example. Did you come back from being AFK to find that one of your toggles had turned off?)
I'm believing that there's a bug somewhere. I just don't believe it's the Accolades.
Perhaps that kind of detail should get its own thread to track this problem.
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All this test this test that is pointless since the test have been done by players before and was basicly ignored, test A had no accolades and no problems. Test B got accolades then had a problem. -
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So you are asking me if for months I have been farming damage before villains got accolades? Considering I am now 1% from Immortal on my villain and he has all 3 accolades that add health. Running herostats and comparing it to the movement of the bar which should be 1% every 10 million damage it is not adding up right.
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So you're saying that prior to I7 you were able to farm damage, and after I7 you are not. Correct?
What convinces you, with no testing particular to this theory, that it's Accolades and not one of the multitude of other code changes in I7?
You're not the only one to report a problem farming damage. If we, the players, are going to figure this out, we need more information than "I have accolades". What's the complete farming setup?
and should we have to test this at all? Haven't we gathered enough cases of people having trouble to get some Dev attention for the damage badges?
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No I am not saying I am unable to farm damage. No one has even said it was impossible to get the damage badges. Not to mention this problem has been around since way before I7 went live so you sitting here saying that it could be a code change makes absolutely no sense.
I am sitting in a mission right now taking damage from 2 even level enemies hitting me for 1175.3 which take me down from 1662.1. My base hit points is 1385 at level 41 so I have to take more then 277.1 damage in order for any of it to count. I am being attacked every 7 seconds and life fills up right before I am attacked again. So only 898.2 damage is counting for each time I am attacked. With 5% chance of missing doing the math it comes out to about 439K an hour. Herostats has me listed at about 575K an hour. I will do further testing with my regen scrapper once I have Immortal which will be tonight or tomorrow because it will be easier with regen for one he does not have that many damage badges and only one health accolade.
Also getting rid of accolades it easy, exemp or lackey on a TF or SF will loose them or get a friend or SG mate to exemp or lackey you. -
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What testing have you done to determine it's the accolades? Have you done this with and without Rest? Have you done it with and without other HP Regeneration? Have you set up a situation exactly the same except for the accolades? (Easy to do, take a character with all but 1 Mayhem badge, copy to test twice, grab the badge on one and not the other, you have 2 almost identical characters to test.)
Back on the original point....
a number of people are reporting problems farming damage badges. that is a known.
a number of people are assuming it's accolades. that is an assumption.
I'm going to focus on the known and not the assumed because I think that's far more productive. It certainly seems to be a better way to raise issues with Positron, who often answers the exact question asked.
eg, sometimes it feels like 20 questions, "Are accolades causing a problem?" "No." "Is it not counting falling damage?" "No." when we really WANT to know "what's wrong here". Let's let Positron worry about HOW it's bugged. Unless, of course, someone can PROVE it's Accolades, which no one has done.
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So you are asking me if for months I have been farming damage before villains got accolades? Considering I am now 1% from Immortal on my villain and he has all 3 accolades that add health. Running herostats and comparing it to the movement of the bar which should be 1% every 10 million damage it is not adding up right. -
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How the hell can you sit here and say that the code can be misreading with defiance and not damage badges?
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Because Defiance is based on your current life total, possibly in relation to your (base or boosted, take your pick) maximum HP total.
I don't see how incoming damage cares at all how many HP you have and what your maximum is. If something smacks me for 200, I take 200, where does it stop to ask what my max HP is? 1-shot code may care, but I'll point out that 1-shot code seems to be working correctly - I'm never left at 1 from a hit below my maximum (triggering 1-shot from base max not boosted max), nor am I left with 10% from an accolade instead of my 1 HP.
and I'm not actually saying I know the code. and I'm not denying there may be trouble with damage badges. but like Positron said, it's highly unlikely this is accolade related.
I'm worried that the Devs are dropping the discussion at the accolade issue and not seeing the overall damage badge issue. As a result, and because I'm simply repeating my doubts, I'm not going to address this accolade situation any longer. You have problems with the damage badge, that's fine, they'll be in the next update to the issues list. But there's very little logic in blaming it on accolades, and doing so seems to be making this bug chase lose its focus.
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You really just can't seem to grasp the concept can you? Defiance is supposed to start kicking in at 50% but it does not do so. You sit here and saying that the code could not cause it to kick in because of buffs from accolades. Why? Because the HP from the accolades is not actually yours. The code reads your base HP for whatever AT you are. Anything more then that is not counting because it is not actually yours.
You ever gonna answer the question on whether you tested out taking damage only inside the boosted HP range in order to get badges? -
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I would like to see an answer to this also because I have a sneaking suspicion that this is also the reason that Defiance doesn't work correctly.
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Never even considered that because I know on my blaster which has them all, he doesn't get defiance until below 40%.
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now that's interesting.
Defiance *is* something that could be caring about your maximum HP. It could be taking a measure every so often if your current HP is below some level. If that's miscalculating your Max because of buffs, then you're on to something. (Unless it's intentional that Defiance kicks in at some level of HP and not some percentage, so it's unaffected by buffs. In which case I would question if it's affected by debuffs.)
HOWEVER, I still don't see how incomming damage would care about your max HP any more than it would care if you're buffed with Insight, or carrying a full tray of enhancements, or wearing a cape.
This all comes down to cases of people failing to farm damage. I suspect the Devs may be thinking it's better to let people fail farming than to look into fixing it. Unfortunately, non-farming progresses the damage meter so slowly that we can't tell if it's broken in other situations, and certainly can't make a reproducable case to study.
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The fact is that accolades and dull pain are NOT your hit points. They are additional hit points granted to you. Your hit points are the base that the AT gets regardless of powerset. How the hell can you sit here and say that the code can be misreading with defiance and not damage badges? The code does not see those additional points as actually being yours. So in both cases it is pretty simply. You never did answer my question about farming damage while only taking damage in the boosted hp range and getting the badges or progress at least. -
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Positron, can we please get a clarification on whether the plus hp from accolades is counted towards the damage badges?
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I don't know the exact mechanics of the code, but from what I do know there is no reason why it shouldn't be.
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I took 9.3 million points of damage in 25 hours, per hero stats. No damage badge given. I was told by other players that if the damage taken does not get you below the bonus from the accolades that it does not count toward the badge.
What is the official answer?
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I would like to see an answer to this also because I have a sneaking suspicion that this is also the reason that Defiance doesn't work correctly.
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Never even considered that because I know on my blaster which has them all, he doesn't get defiance until below 40%. -
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Except player testing has shown that you have to take more damage then the accolades boost give you in order to get progress on the damage badges.
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and yet other player testing has shown that you can get the badge that way.
it's very hard to prove a negative. can you really prove it's not working? what's your setup? can you get a setup where you can do the exact same thing with and without accolades to prove it's not some other factor? (as an example, what if self-regeneration is offsetting incomming damage before it tracks on the badge? in that case, someone with 20% accolades likely has Health, too, and the +Regen from health is more than 20%.)
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What other play testing are you talking about? Taking ONLY damage inside the boosted HP range? If I wasn't currently less then 5% from Immortal on my villain then I would do some more testing but right now it just is not gonna happen. -
Thinking the monkeys is same thing as LT which solo do not spawn like they are supposed to due to a bug.
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I dont' see why there would even be such a check on incomming damage. Is the badge watching the damage that comes in, or is it watching for when your HP dips down below some level? I'd bet it's just watching the damage itself.
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Nope, You have to take more damage then the bonus the accolades provide. For instance if base hp is 1000 and you have all 3 accolades that provide a 20% boost to hp then any damage taken below 200 hp does not count since you then would have 1200 hp total. The code only sees the base amount for the AT and does not see the added hp as your actual health.
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Let me repeat what I said and expand upon it to explain why your example is very unlikely.
Your example says you need to dip below 1000 HP to get credit, so there's a check "if your current HP is less than your max HP" where, accoding to the supposed bug, max HP is being calculated incorrectly with accolades. So what's making this check? Every so often some process is saying "what's my current HP? oh, I'm below, better do some damage badge progress." In fact, and here's where this example falls completely apart - how would you then track NEW damage and not repeat progress on OLD damage?
Compare that to this: we know there's a system message that says "Button Man Gunner shoots you for 100 points of damage". It's far, far simpler to have coded "oh, and that means 100 points on the damage badge, too". This is more likely the coding setup.
So, what is there about the incomming damage message and the damage badge that should even care what your max HP is?
Yes, we have reports of some certain cases causing trouble for getting damage badges. Either...
1. there's some other bug, not accolade related, and a Dev needs to check on it, or
2. the people trying to figure out these other sitations are not looking past accolades to other potential causes. Having trouble resting in Lava? Maybe it's that all Fire damage stopped counting for the badge. or all damage not from critters. or all damage while resting. any number of ideas would strike me as far more likely than anything based on max HP.
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Except player testing has shown that you have to take more damage then the accolades boost give you in order to get progress on the damage badges. You can sit there for over 24 hours taking minimal damage and you should have some progress on the lower requirement badges but people have had none at all. But those who have taken on enemies that hit slow but hard have had progress. This has been done with smashing, lethal, fire, psionic and all have shown the exact same thing.
By what you are saying the healing badges saying you heal so and so for 250 hp even though they were only missing 125 hp then I should get credit for 250 hp for healing badges which is not the case because it is for how much is actually healed and not how much your power heals. -
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Positron, can we please get a clarification on whether the plus hp from accolades is counted towards the damage badges?
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I don't know the exact mechanics of the code, but from what I do know there is no reason why it shouldn't be.
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Maybe because the code is only reading the base hit points for that specific AT and anything else above that does not count?
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I dont' see why there would even be such a check on incomming damage. Is the badge watching the damage that comes in, or is it watching for when your HP dips down below some level? I'd bet it's just watching the damage itself.
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Nope, You have to take more damage then the bonus the accolades provide. For instance if base hp is 1000 and you have all 3 accolades that provide a 20% boost to hp then any damage taken below 200 hp does not count since you then would have 1200 hp total. The code only sees the base amount for the AT and does not see the added hp as your actual health. -
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Positron, can we please get a clarification on whether the plus hp from accolades is counted towards the damage badges?
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I don't know the exact mechanics of the code, but from what I do know there is no reason why it shouldn't be.
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Maybe because the code is only reading the base hit points for that specific AT and anything else above that does not count? -
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Bugs preventing badge earning[LIST][*]Mu Guardians over level 19 do not give villains credit for the gladiator. (It is unknown if this bug exists for Heroes, too, now that they have a Mu Guardian gladiator. It is possible this bug was fixed when the Hero-side gladiator was fixed. A comment from a Dev would be useful here.)
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I can confirm as I did a Warburg mish with my lvl 48 tank the other day. Since it was a bug before I7, I didn't get any placeholder when I defeated my first one back when I6 was released. This past weekend, I defeated two in Warburg and still no placeholder appeared.
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Mu guardian is gladiator badge and has no placeholder. -
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I didn't see it mentioned in this thread, but Damage Taken Badges ...
It has been reported that powers such as Dull Pain and accolade that contribute a hit point bonus interfere with these badges. Its' said that any extra hitpoints gained above your original base must be depleted before any credit will go to these badges.
Has this been confirmed? Is this intentional?
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I mentioned this earlier but no response from anyone, it has been this way for a long time now with not response from devs about it.