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Posts
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Quote:Okay, if it was blank then it should be fixed. I actually fixed that bug a while back, but um, kind of forgot to actually push my changes to the live site until I went and checked after seeing your post... Grumble grumble.That's a very good question. I thought I had gotten there from the Blaster AT page but I just checked and the links there are all correct so now I'm not sure.
The worst part is I've seen that bug before but now that I try to replicate I can't figure out where from.
For what it's worth the link was originally http://tomax.cohtitan.com/data/power...Leadership&at= without the Blaster on the end I tried typing that in to see if that fixed it and didn't bother to remove it before copying it to the forums.
If you see another link that sends you to a wonky AT please let me know. I know Titan Weapons/Assassin Strike redirects don't include it and need to, but other than that I think the pool powers and such should be fixed. Still need to refactor the effects display, but it's hard to motivate myself to do that when I'd rather be working on the backend revamp that will invalidate most of it. -
Quote:Try http://tomax.cohtitan.com/data/power...=Class_Blaster instead. The bug would be on whatever page that link came from, mind telling me so I can fix it?http://tomax.cohtitan.com/data/power...hip&at=Blaster (the dropdown boxes are buggy, switch to another AT and then back to Blaster to see the actual values).
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Quote:Kinda sorta but not really. There a few things that fake it by having a power that sets a mode, and suppresses whenever you get hit or activate a click power.Speaking of devices. Is it possible for the engine to tell specifically if you're in combat or not and redirect to a different power if you are? For example a faster animating trip mine or time bomb that just goes off when used but does far less damage than normal when used in combat but you can still use them as normal out of combat?
There's no "in combat / out of combat" flag that flips when you're on an enemy's aggro table like there is in some games. -
I didn't mean to derail the thread, but IMO the problem with Soul Drain is that Build Up is often used to buff the opening volley in a big fight (say, a crashing nuke). With Soul Drain that simply isn't an option on higher difficulty levels and/or large teams.
On the topic of blaster survivability, I've seen far more /dark blasters attempt to use Soul Drain and go SPLAT by eating an alpha strike (or even a partial alpha) than I've ever seen die from clicking Build Up. It became kind of a running joke on one team I was on.
Yes, the buff lasts 30 seconds and it's possible to use it after the alpha, and maybe have a few seconds left when getting to the next group, but it's iffy. -
Quote:Hmm, so does that mean that ToF will be the only sustain power that simply doesn't work 5% of the time?According to the stream, Lightning Clap will be usable without targets to get sustain, and according to Arbiter Hawk above ToF will still need a target, but is becoming an 80 foot range attack.
At least it's only on a 10 second recharge, so that isn't too bad. -
Quote:IMO that's just dancing around the fact that putting Soul Drain in a blaster secondary was just a bad idea, all around.Of course, your point about melee does bring up the case where a player chooses to not take Soul Drain at all, because they don't *ever* want to be in melee and it thus has no benefit to them. That could be particularly problematic for, say, AR/Dark, and probably worth mentioning to Arbiter Hawk. Perhaps Soul Drain could be altered to provide its frontloaded tohit buff even if it hits nothing, or there might be some other remedy possible.
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Quote:And even then, Interrupt reduction doesn't decrease the activation time at all -- it just makes less of the long windup interruptable.It doesn't work that way. 22% removes it flat out. It does not build up to the removal, unless we missed something from the devcast.
Which we didn't.
Like Reppu said, this is branching to an entirely different power if you have more than 22%, like Titan Weapons momentum or the new Assassin's Strike. Hawk even explicitly mentioned power redirection in a previous post. -
Quote:There's no cast time, so it'll activate "instantly" (the next combat clock tick, which is every 0.125 seconds, plus your connection latency). The activation period is 0.5s, which means that the effect "pulses" every 0.5 seconds, with the first pulse coming immediately when the power is toggled on. Since it lasts 0.75, and since the effects all use Replace stacking, they overwrite themselves every half second, before they expire.Redtomax also lists an activation time of .5s. I am mostly certain that there's no animation delay, but can't login at the moment to check. Is that .5s the time it takes for the +def to take effect?
Really the only thing that affects is how long it takes for something like Power Boost to kick in and begin affecting it. In this case somewhere between 0 and 0.5 seconds, depending on where in the cycle you were. -
Quote:I'll choose to read that as "a toggle a la Dimension Shift".If we were going to do this to Time Bomb, we would have a way of doing it without granting you any extra powers or making you click any buttons that weren't Time Bomb.
Speaking of which, please send a huge THANK YOU to whoever in the art team took the time to slip the FX in. I know I bugged you mercilessly about that during beta, and while the power is still very situational, at least it looks REALLY FREAKING COOL now. -
Quote:It's not, and I was under the impression that this was intentional.If it's not already flagged as Cancelable, I will flag it as such. For those of you who may not know this, i20 or i21 introduced the ability to cancel many buffs in game by right-clicking their icon and selecting "Cancel" from the drop-down menu.
IIRC, The Fool is the reason that Mystic Fortune prompts you, because of the risk involved in accepting the buff. That's reinforced by the somewhat extreme lengths that the power goes to in order to stop someone from "cheating" by replacing it with a different buff.
That said, I certainly wouldn't complain if it became cancelable. -
Now if only they'd fix the animation time on Power Burst.
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Very excited about this. My original character (and now my badge character) is Energy/Ice and was already pretty awesome. Getting one of the first absorb powers not in a new set is just cool. And I don't even have to respec since I usually run CE anyway!
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Quote:FWIW, Knives, along with MA critters who have Caltrops, were "fixed" a few issues back. The damage will still pile up, but the slow no longer stacks, so standing in 5 caltrop patches only slows you the same amount as 1, instead of dropping you to the run speed floor and making it impossible to get out....so what about KoA, with their 'spam it like it's going out of fashion' Caltrops?
It was one of the first applications of some new tech (added circa Going Rogue IIRC) that allows for specific effects of the same power to not stack across separate casters, rather than just "from same caster". -
I'm fairly sure that the area factor is being calculated dynamically as well. That's based on the issue that PPM had with cone powers. According to Arcanaville, the root cause was that the formula was expecting the arc in degrees (how the devs write in the power definitions), but the number was being fed into it in radians (how the game represents it internally).
As for the odd issues doublehit is having on powers with seemingly identical parameters, I'd like to see if that can be reproduced on a powerset other than Titan Weapons. TW uses power redirect, and I'm a little suspicious of how PPM/doublehit interacts with that, since it's basically substituting in an entirely different power at the last second.
Tanker gauntlet should be an easy fix (yes, I know all about the standard code rant). Whatever is calculating the "areafactor" variable needs to take into account whether the power is flagged to proc on primary target only or not. I'm assuming that's the fix that was applied to PPM, though they might have a different way of detecting it. It briefly reverted when issue 23 was released, but I think it's been fixed again. -
Looks like Mids is including the "crit from hide" damage. That should normally only apply after placating an enemy, but I don't see a way to disable it.
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It wouldn't really help anyway. This is a multiplayer game, so if calculations like that happened on the client, the client would just have to send it to the server anyway, so that it can inform everyone else's client.
In fact, you might actually end up sending MORE information across the wire, since the client then has to track the state of buffs/debuffs on every single target and keep that in sync with the server as well. Currently a lot of that doesn't have to be transmitted.
You can't really have them be performed independently on both ends due two important factors:
1. RNG. A lot of things are based on a percent chance of them occurring, so the client and server have to be in agreement about whether it happened or not. It's even worse for games where ALL damage has a range (say, 30-40 weapon damage) and is determined by RNG.
2. Timing differences due to latency.
There are very good reasons that MMOs almost universally use a model where the server is the authority of game state, and the potential of client hacks is only a small part of that. -
Quote:The client knows that an enemy took 99 damage because the server tells it that enemy X took 99 damage. It has no knowledge what debuffs the target has, or what those values are. It knows that the server is telling it to draw a particular FX (say, the +Res orange shields) on a particular entity, and that's it.How does your client side know how much damage is taken and how much a debuff affects things and what the debuff actually applies to?
The client knows the numbers of buffs placed on YOU because those are specifically sent. They didn't used to be, and when the devs added real numbers, they also gave us an option to disable sending of those numbers, for low bandwidth connections like dial-up modems. If you turn them off, the server just informs your client that you got a particular buff so it can show the icon, but sends no details about it.
Quote:...It still makes sense that it could be partially causing things like the Emperor Cole Personal Story to kick people with all those enemies and powers that really annihilate them. -
Quote:No, that information is not sent by the server unless you're using a power analyzer or Surveillance (with the window open). The critters that have resistance to the unused types are extremely rare in any event.So that would be why we get a lot more lag from tons of enemies than we should. They have a lot more information than is visible coming across our internet connections.
Lends credence to my thread in the bugs forum.
The amount of damage types is only relevant when they're used. If Barrier granted you resistance to it, you might have a case, but it doesn't. Barrier itself does have a ton of effects though, so it might slow you down if you're on a very low bandwidth connection and don't disable buff number sending. -
Quote:Don't forget about Special (That's the one used by Hami and EoEs, it's also used for a lot of self damage powers like Absorb Pain). Unique1 is Crystal Titan damage, as well as a bunch of other stuff. 2 and 3 are barely used.Here. I'm going to make your brain hurt even more. There's no such thing as "+damage". There are actually eight different attributes:
[...]
Actually, there are three more damage types, named Unique1, Unique2 and Unique3, but players never get to deal those damage types. Hamidon's special damage uses one of those, which is why we can get resistance to it with Essence of the Earth inspirations.
"Healing" is also technically a damage type. Strictly speaking, it doesn't need to be (non-negative numbers of damage is healing), but having it be one allows the devs to create debuffs that give you resistance to it.
There's also Electrical and Radiation, which are currently unused, though a few random enemies have resistance to them. Try using a power analyzer on a fire in Steel Canyon sometime.
Not to mention damage types 15-19, which don't even have names at the moment... -
Quote:Very often. It's quite common, actually. Anytime before you slot SOs it's very difficult to enhance that much. Even with SOs you only end up enhancing around 95% if you slot 3. Not everyone does. Anyone using IO sets may end up anywhere from 70-90%, depending on the set. Someone with Musculature may end up with 120% slotted.How often do you use unenhanced damage powers?
How often do you use enhanced damage powers?
A kineticist may not slot for damage at all, instead depending on their self buffs to get them close to the cap.
Quote:Why display the number that only applies when people use the least used powers?
Why not display the number they use when they use their most commonly used powers?
Why not display 200%, which applies to all powers, instead of a "not correct very often" 300%?
Yes, capping it at 300% means that you need to take enhancements into account to calculate your final damage. You'd need to take them into account even with 200%, but if it capped at 200%, it would make it impossible to tell how much +DMG buff you actually had, making the display completely useless for someone who did not have exactly 100% damage slotted through enhancements.
How many characters do not have exactly 100% damage slotted in every power? Well, uh... all of them...
Edit: To clarify, I agree that it's not intuitive. However I prefer a somewhat useful display that shows correct info over one that lies to me between 200 and 300% with no way for me to see what the real value is.
Maybe in the future something could be added to the enhancement screen that shows on a per-power basis what the current damage (including global damage buffs) is, and how much "headroom" until it hits the cap that power has. I don't think the combat attributes is the right place for it though, as that should be about global character attributes. Until then we have tools like Mids as a stopgap for the number crunchers who care about those things. -
Technically a damage enhancement is implemented exactly the same as a red inspiration. The only difference is that the damage buff from it only applies to a specific power.
Or rather, you could think of it as a temporary global damage buff that you get the instant you activate the power, and that goes away the instant after the game calculates the damage, so it's never around long enough to show up in your combat attributes window.
I don't know if it's actually implemented that way, but based on how procs work there are some hints that it may not be too far off the mark. Either way, the entity class damage cap definitely applies to them. Feel free to test and verify, though.
That's one of the reasons that AE farming brutes often didn't bother to slot damage in their powers, because between Fury, stacked Rage, and inspiration combine macros to make reds, they would hit the damage cap quickly anyway. -
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Sadly I can tell you what the results will be -- it will never proc in Conductive Aura.
The reason is that you're not on the targets list for that power -- only foes are. And Performance Shifter has a safeguard to not proc on foes anymore, as mentioned above.
The self only effect of it won't allow the proc to fire on you, due to how the mechanics of it work. Since PS is a proc that fires on Target, you have to actually be in the targets list of a power for it to work. -
Quote:I used to be able to log in from my iPhone, but starting a day or two ago, the above has been happening to me when I try.I can visit the forums just fine on my Android phone, except for some side-scrolling and the inability to log in--I can only read. When I try to log in, it thanks me for logging in, but then returns me to the forum without actually having logged me in.
Even when it did work, the log-in would last only until I roamed far enough to get a different IP address (or switched between wifi and 3G), at which point I'd be logged out. Going back to the home screen and then into the browser again also usually resulted in a logout, which is extremely annoying.
I'm sure this is a direct result of the "Remember me" option being set up to not actually remember you, on purpose from what we've been told.
So yeah, before they worry about a mobile skin for the forums, they need to deal with the forums themselves being very mobile unfriendly.