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Posts
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Joined
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IR Goggles and Tactics still stack.
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Dark Miasma's Shadowfall power has a lower suppress time on Stealth. Stealth is NOT what is needed for Criticals; Hide is. Hide is different from Stealth and does a few different things.
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I stand corrected.
This was PM'd to me by a user who got the info from Pohsyb.
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The streakbreaker will force a hit if there has been a long series of misses (only for heroes)
ACC / Length of miss streak before we force a hit
>90 / 1
80-90 / 2
60-80 / 3
30-50 / 4
20-30 / 6
10-20 / 8
1-10 / 100
The random number is calculated simply by the C stdlib rand().
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Streak Breaker (I just talked to Poz about it
If you miss three times in a row, then your next attack will always hit. -
I'm well aware of how wrap-around works. There were several arcade games back in the '80s I had problems with this in as far as score went.
As for 'Streaks' any true random number generator exhibits streaks. A good write up with some helpful visual info can be found at http://bcs.whfreeman.com/ips4e/suppl...cel/04_IPS.pdf -
Over the 4 day weekend, I left my computer running with Eviscerate on Autoattack. (Both my target and my character were set to not take damage so there was no worry about killing each other.)
I attacked a total of 38917 times.
I hit 29275 times.
I missed 9642 times.
That is a 75.22% overall to hit chance against an even level critter with no defense powers.
There is no "Accuracy Wrap Around" -- otherwise Blasters with Targetting Drone + Aim + Build Up would never, ever hit, which is not the case. -
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Can you expand a little on the bug and what it could affect?
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What is the bug?
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I honestly don't know. It was a fairly esoteric bit of code that one of the programmers fixed. Not wanting to explain it poorly, I'll leave it at that. -
This morning, I had PMs in my box saying the Accuracy of Dark Melee, Energy Melee and Claws seem to be wrong. I've gotten similar PMs about Ninja Blade as well.
We've tons of data here which all support that accuracy is working as intended and players still have a base 75% to hit even level critters. -
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Am I missing something, I hit with shadow maul fairly often.
Is it just ranged cone attacks, exclusive to certain ATs or heroes?
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I tested it with Headsplitter, Golden Dragonfly, Shadow Maul and Torrent. The bug affected all of those powers, so I told the programmer to check the code for how Cone powers work -- and that is where the bug was. -
We found the bug and got it fixed on our side. I doubt you'll see it til after Thanksgiving Weekend, though. Just wanted to give a heads up to everyone. (I've gotten about 15 PM's on the topic over the weekend!)
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Super Speed's Stealth does not apply in PvP -- it only affects critters Perception.
IR Goggles MAY be bugged, currently. -
I changed ET a while back so it drains ~12% of your HP. Before the fix, it was draining ~21%. Comparison, Brutes lose ~11% and Tanks loose ~9%.
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Police Bot or Arbiter Drone now give a medium radius +Perception buff to Players only who are standing near them. Once a player leaves that radius, the +Perception falls off very quickly. This was done to prevent a pretty nasty exploit.
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You're wasting your time. Reason, fairness, and other silly things like that are foreign concepts to developers. Remember, such foes are the equivalents their characters, and they're not going to gimp their characters vs. the Enemy (players).
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I trust you'll be happy to learn that I changed Ballista based on feedback in this thread. -
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I remain quite puzzled as to why this already great power got a buff, esp given the devs penchant for nerfing the hell out of things. If this is only to alleviate the woes of some tankers (on the CoH side), then there will surely be calls from other tankers to get their own buffs, possibly just resulting in the recall of this upgrade.
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We found a bug in how +HP powers were working. The fix changed the powers so that Max HP were now enhanceable. Rather that disable that, we left it in as a bonus (though if I remember right, some are only half enhanceable.) -
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I asked for clarification on this when it was mentioned on the beta boards. The code will be for PLAYERS ONLY, meaning that a player will not be one-shotted by players OR by mobs. Players will still be able to one-shot mobs.
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That's the basic idea, yes. It would be pretty annoying for a level 50 scrapper to hit a level 1 Hellion and not take him down instantly. -
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Or does your -valueless- post indicate acceptance with everything aforementioned, excepting of course that most trivial sentence?
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Not really, i just didnt think it was worth commenting on because Castle has already stated that they are changing the coding in game so that any PvP attack that would kill a player in one hit will instead leave them with 1hp. With that in mind almost the entirety of your post was better off ignored.
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Correction here. The 1hp threshhold is only one of the ideas being considered. We've still not determined exactly how we are going to deal with 'One Shot Kills' (and the final decision will almost certainly apply to both PVE and PVP -- so no more AV insta-kills.) -
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hmm, 1 shield protects from Teleport and Repel.
E/E Stalkers FOTM PvP now
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Many other sets got those, too. Just don't ask me which...I don't remember, and I won't have time to do the research. It should be in the Patch notes, however. -
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I see absolutely no reason to have this fixed for one set of NPCs and not the other.
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One would assume it's because different code sets control "citizen" NPC AI as opposed to mob NPC AI.
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Bingo. I don't believe that non-combatants will be changed to be able to see through stealth any time soon, if at all. -
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Stalkers are at a 100% value, while Blasters and Scrappers are at a 125% value. From your perspective, that really doesn't change things, but I wanted to be clear on what is going on.
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Is this for real? I have to go test this out. That's a pretty big change, and I knew nothing about it.
Edit: It's a big change to Scrappers and Blasters. Their Build Up used to be +100% damage.
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By value, I meant the number the AT multiplies the base power by. Build Up has a base of 80% damage increase.
100% value = 80% base damage increase. 125% = 100% base damage increase. -
Hostages that fight along side you can now see you despite stealth status, just like a team mate. Kidnappee's and other non-combatants still cannot see you, though.
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Why don't Stalkers get the Full Build Up?
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First, the question isn't quite right. It should be, "Why don't Stalkers get the same Build Up value as Scrappers and Blasters?" Stalkers are at a 100% value, while Blasters and Scrappers are at a 125% value. From your perspective, that really doesn't change things, but I wanted to be clear on what is going on.
Now, as to "Why?" the answer is "Because it would be too effective otherwise." The boards are full of anecdotal evidence that Build Up + Assassin Strike is strong enough to nearly one shot kill bosses who are not resistant to your damage type, as well as doing substantial damage in PvP. Now, I'm not saying this will not change, nor am I saying "Sorry, this is the way it is, we aren't going to change it." Stalkers are my bailiwick, and I'm keeping an eye on things to see that they are as balanced as we can make them. Right now, I don't see a need to change the Stalkers multiple, but datamining may show me that it needs to be improved.
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How do you use Smoke Flash?
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Here is the description of the Power: "You throw a smoke bomb at your feet. The resulting flash of light and smoke can briefly distract your foes and Placate them so they can no longer find or target you. Combined with Hide, Smoke Flash is the perfect distraction to get out of a bad situation. Recharge: Very Long" What does that mean? It means that up to 10 foes in a radius around the caster may be placated. There is a To Hit check. The Placate on Smoke Flash does NOT give you Hidden Status, it is only a "Do not attack me" power. Like normal placate (and all other powers, really) if the target is already animating for an attack, it will finish that attack regardless of whether the Placate lands or not.
Smoke Flash is a "Get me outta here!" power, not a setup for another crit power.
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Super Reflexes resistance to Defense Debuffs does not seem to be working.
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It should be. Looking at the data, there are three powers for Stalkers that add Resistance to Debuff. These all stack with one another, and increase in effectiveness as you go up in level, ranging from 18% at level 1 (if you could have all three powers at level 1) to 36.7% at level 40. At level 50, once that is open, it's about 42%.
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Ballista is a Toggle Dropping *******!
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Yeah, he is. He was designed to be as close to a Player Hero as we could make him. How do you guys like the Toggle Drop on him? Is it too nasty or does it add a nice challenge? -
One of my favorite tactics, actually. Nice to see other folks using it.
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It's a graphic error. The debuff fades, it just leaves the graphic attached. It has been reported, and we're looking into it.