Codewalker

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  1. Codewalker

    Gaussian Proc

    http://tomax.cohtitan.com/data/power...fted_Panacea_F

    Check the conditionals.

    The PvP regen actually will always work on you because it's flagged Self. The other half of the conditional is the PvP zone check, but city of data filters that out and changes it to the icon. The heal and endurance affect the target (which may be self if the power it's slotted in affects self), will only be able to proc on a mob if it's friendly to you.

    Every proc in the game got a pass like that. It was a little later than I remembered, though. I just verified that the change happened in build 1950.201102010039.0 -- aka Issue 19.5. Not quite as far back as I thought, but still well over a year ago. I doubt you'll find any documentation of it, official or otherwise.
  2. Codewalker

    Gaussian Proc

    Quote:
    Originally Posted by _Pine_ View Post
    Putting procs in RttC will effect the mobs (numina's, panacea, any others)

    I would assume same with Invince, but I'm not sure.
    It depends on the proc. Gaussian's grants the power to Self, so it will never affect enemies, and will always work regardless of what you slot it into.

    Also, around issue 14 or so safety checks were put into all the procs. They can't affect the "wrong" kind of target any more. Worst case scenario these days is that it simply does nothing at all. Procs like Performance Shifter will have no effect in elec blast powers, rather than granting endurance to your enemies.

    As Invincibility doesn't affect self, however, you'd need an enemy in range in order for the proc to have a chance to go off. Due to the way the proc works mechanically, having multiple enemies in range doesn't increase your chances unfortunately, though this may change with the PPM switchover in I24. Exactly how that's supposed to work is still fairly muddy though, so I wouldn't count on it.
  3. Sounds like the auto-teleport field in Galaxy may be busted.

    Characters who are in Galaxy are supposed to be bounced to Atlas, but apparently it isn't working anymore.

    Galaxy City is still there, just with key NPCs removed. "Echo: Galaxy City" is an entirely new zone that was created as a copy -- an entry point was added from Ouroboros and the base beacons were modified to send you there instead.

    For a while the arcane teleport beacon in bases was bugged and would send you to the real Galaxy City instead of the echo -- you could run around for a few seconds before the auto-TP kicked in and sent you to Atlas.

    Dark Astoria, however, they did the opposite. The original zone was modified and became the Echo, and the "New DA" was created as a brand new zone. The subtle difference lies in what happens to characters who logged out there, as well as old missions that have their entry door there.
  4. Are you counting the +DEF from Defensive Sweep?

    Last I checked there was a known Mids bug causing it to use incorrect AT modifiers for Titan Weapons in some cases, though I don't remember if that would make it show more or less +DEF than it should for a scrapper.

    Edit: Also, posting the build in question would be helpful in figuring out what the issue is.
  5. Codewalker

    Ion Judgment

    Quote:
    Originally Posted by Razai View Post
    That other dude: they fixed that in i14.
    More like I20, or maybe even 21. It was very recent, and there was much rejoicing from people who play kin a lot.

    Quote:
    Originally Posted by Roderick View Post
    Ion Judgement doesn't actually do any damage at all. What it does is grants a temp power to the target.
    Like Trickshooter said, it's all pseudopet-based now. Chain Induction used to be grant-power based, which caused all sorts of havoc with things like procs, confuse effects, and damage buffs. It was changed to a pseudopet IIRC around the time Going Rogue came out, to fix most of those issues (maybe slightly before, since Electric Control came out with GR).

    AFAIK Ion has always used pseudopets. The original implementation didn't set the mode to prevent multiple hits (it tried a different method I can't quite remember, but didn't work consistently). It was unintentionally more powerful than it should be, because a single Ion judgement could chain back to the same target multiple times.

    Some of the enemy powers like the Mito's chain, and Praetorian Clockwork may still be grant-power based, but none of the player ones are.
  6. Quote:
    Originally Posted by JayboH View Post
    I know this sound really simple, but I get more mileage out of having Domination on auto and having to hit hasten when it comes up. I had it reversed initially and it just doesn't work quite as well. Like I said, it's a simple thing that shouldn't really matter, but for me it did.
    That's the best way to go -- you often have only a small window of time before Domination drops and you can no longer activate it.

    The power that is on auto is processed server-side, so it goes off regardless of network lag, etc., at the absolutely earliest time that it can possibly fire. That tiny bit of time can sometimes mean the difference between Domination activating versus dropping.

    The only thing you have to watch out for is that if a power is queued the auto power won't fire, so if you're queuing your attack chain nonstop you may want to start inserting short pauses around the time Domination looks like it's almost recharged.
  7. Quote:
    Originally Posted by EvilRyu View Post
    I know energy blasters would rejoice if this was global.
    I might put it in Energy Torrent on my energy/ice while on a big team, just because it's part of my ST rotation as well. I don't think I'd want it in explosive blast (even if it could be global), and I definitely wouldn't use it at all while soloing.

    KB+Slow is just too good of a mitigation strategy to not use while soloing.
  8. Quote:
    Originally Posted by Ice_Ember View Post
    I always put the stealth proc into sprint. No need to waste a slot in a movement power with it.
    I like the prestige sprints from the paragon rewards tree if you have them. No need to waste a slot, you can still slot Sprint for endurance at low levels, using Sprint won't turn you transparent, and you can choose 1 of 4 options for VFX to use while you're stealthed.

    Also I didn't see it mentioned, but be aware that the various stealth IOs from travel sets (Celerity, Unbounded Leap, Freebird, Time&Space) are not only unique, but they're exclusive with each other as well and it simply won't let you slot more than one, even if it's from a different set.

    Finally, the effect from the proc is flagged to fire on "Self", so unfortunately you can't turn IR (or speed boost) into a poor man's Grant Invisibility.
  9. Quote:
    Originally Posted by UberGuy View Post
    I'm guessing they have some new tech whereby either this special IO completely overrides any KB features the power already has (making slotted KB basically do nothing), sets a max KB magnitude ceiling for the power, or something to that effect.

    No one is likely to be able to answer how it works for sure until it's closer to live, or probably even afterwards. Things like Mids and RedTomax's site eventually get the powers details on these things somehow, but without something like that, or a redname explaining it to us, all we can do for now is guess.
    Well normally I'd just look it up on City of Data. But since the public version of that site only shows live powers, and since I have absolutely no idea where that info comes from, and even if I did things that are in beta are subject to change at any time, the best I could do is to make a completely wild, uneducated, random guess...

    So to make such a wild guess, I'd say it's probably an enhancement that is a -99% Strength Buff to Knockback.

    With a lack of any other Knockback enhancement, and assuming that there isn't a minimum cap on KB strength (Recharge and Endurance Discount both have one to avoid possible divide by zero errors, but I don't believe KB does), it changes the equation to this:

    (Base Power KB) * (1 - 0.99)

    Which basically reduces all knockback to 1% of its original magnitude. So it would take around a mag 75 KB power to not be affected by this enhancement.

    In other words, exactly the thing Castle said wouldn't work.

    Quote:
    Originally Posted by SolarSentai View Post
    So if that's the case, then slotting the KB IOs would be pointless if you're slotting the KB->KD IO.

    If anyone could clarify, I'd greatly appreciate it as I'm genuinely curious.
    OTOH, If you slotted enough KB enhancers in the same power, you could counteract this one and make it do KB anyway -- enhancements are additive and not affected by strength buffs already in play. But that seems really pointless.
  10. Quote:
    Originally Posted by 2short2care View Post
    So any chance of giving us hints of what this other project it???
    Quote:
    Originally Posted by Zwillinger View Post
    HAHAHAAAHHAHAHAHAHAHAHAHAHAHAHAHA!


    No.
    *glances at title of thread he chose to respond to the question in*

    Zwillinger confirms: My Little Pony Online.
  11. Oh yeah, and Tornado also has a tendency to be somewhat... spastic... about target selection when enemies are spread out.
  12. Quote:
    Originally Posted by McNum View Post
    It's a Damage IO, Hurricane doesn't do damage. It's going to make Tornado... interesting, to say the least.
    Not necessarily. The AoE damage from Tornado is decent, but it's a fairly small radius, over a long time and not especially better than some attack powers.

    Most hard targets that you'd want to use it on for single target damage are immune to knockback anyway, so no change there.

    Edit: Tornado also has a fear component with a 20' radius (damage/KB is only 7'), which will cause enemies to try to run away from it if they are able.
  13. Quote:
    Originally Posted by ClawsandEffect View Post
    When they figure out how to not have Quills build fury with each tick.

    It's kind of an issue. Secondary powers don't build fury, and all damage auras currently available to brutes are in secondaries. I don't know if they can adjust that on a per power basis, but Quills building fury would be a little broken.

    It's similar to how Quills is the only damage aura scrappers get that will land critical hits.

    Other than that fairly small technical hurdle, it should just be a matter of time.
    Quills wouldn't build Fury. Fury works by checking for the number of attack (non-self-targeting) click power activations each server tick. Damage auras don't build it because they're not click powers, not because they're in the secondary.

    It's the exact same event type that builds Domination as well, with the addition of also counting number of times attacked.
  14. Quote:
    Originally Posted by Snow Globe View Post
    Guests can use the IO crafting tables, the vault, and Teleporters.
    Guests can also use the Pillar of Ice and Flame if they meet the normal level requirements for it.
  15. Quote:
    Originally Posted by McNum View Post
    Knockback is the only status in the game where a mag 10,000 protection exists.
    *cough* Incarnate Trial Bosses *cough*
  16. I think the conventional wisdom that SS and stone would be overpowered on scrappers doesn't really apply anymore. At least if the insane damage my Titan Weapons scrapper does with just SOs is any indication...
  17. Codewalker

    Bio Armor!

    Dollars to doughnuts that since Rad Armor got voted in at the Summit and is also thematically a melee armor set with PBAoE debuffs, that Bio armor will go through some fairly significant changes from what was previously seen. If it hasn't already.

    Also the stalker version of Genetic Contamination was still a toggle, not a click, it just traded the damage aura for a sleep.

    Quote:
    Originally Posted by Synesence View Post
    Hehe...Spines finally gets a secondary set it feels thematically comfortable with...
    ;-)
  18. Well duh. Anyone who's even glanced at Mayan calendars can tell that they're obviously designed to be cyclical.

    Best reference site for things like this: http://www.abhota.info/
  19. Quote:
    Originally Posted by Rajani Isa View Post
    And a costume outline highly suggestive of a pirate.
    With a robot leg.

    So... space pirate... robot... ninja... zombie?
  20. Quote:
    Originally Posted by Lothic View Post
    The game saves an overall "image" of the state of the character record as you're logging off. As far as we know it can only currently do this as a final "clean-up" activity while logging off.
    Committing the character to the database (long-term) storage actually happens around 10-15 minutes after you log off IIRC. This is why toggles used to remain on for a while after you logged off, but only if you logged back in within that window.

    There are incremental checkpoints as well (the cause of 'rollback' of recent events when a server crashes), but it's the final commit that removes the character from the game server's active state. Things like which powers were toggled on, as well their recharge state were lost at that point, because the database didn't contain that information.

    I kind of suspect that the motivation behind the change may have partially been to fix the "exploit" of logging off for 15 minutes to recharge powers that have a >15min fixed recharge. That's just a guess -- I haven't tested to see if they are now saving power recharge data though.

    Quote:
    Originally Posted by BrainBrillo View Post
    I hesitate to guess how easy it would be, but the logoff change does indicate it's possible.
    The logoff change isn't really similar to the proposed toggle "remembering" at all. Any similarities are superficial at best.

    Quote:
    Originally Posted by Rajani Isa View Post
    Main issue is if a how attached to mez only is the toggle suppression tech.
    Hardcoded. A new system would need to be designed to accomplish suppressing toggles and any associated animation bits when in a particular mode.

    I'm not saying it's impossible or won't happen, just that it would require a fairly significant investment of programmer time.
  21. Codewalker

    CoX everywhere

    Quote:
    Originally Posted by KianaZero View Post
    I hear the 'boo-doop' of tells at random points during the day. It annoys me.
    Quote:
    Originally Posted by dugfromthearth View Post
    that makes me wonder if they could provide these as ring tones for cellphones
    I actually use it for the incoming text message sound on my phone.

    I also use the Howling Twilight sound effect for meeting reminders...
  22. Quote:
    Originally Posted by Cheetatron View Post
    Automated? I petitioned for a refund making this a rather manual process and was refused one by each gm in succession, the last one being pretty smarmy on top of that.

    Not once did a gm suggest the software couldn't do it due to a software limitation and since I know of a user who accidentally doubled up on a costume pack, petioned for a refund and got one I know for a fact they can be done. Please stop making excuses for these people
    The refund is the easy part. The hard part is reliably deleting all of the enhancements that you bought from whatever characters you claimed them on. Not the same thing as a double purchase which didn't actually unlock anything extra.
  23. Quote:
    Originally Posted by Beelzy View Post
    If I drive to Tokyo and then back, I moved but I end up where I started. Is Vorpal like that, there and back, or do you actually not move? The power description suggests that you move, but haven't actually tried it.
    Vorpal is just a cone attack that uses yourself as the target. It doesn't actually teleport you anywhere.
  24. Quote:
    Originally Posted by Comicsluvr View Post
    3) The interface is clunky, keybinds and all. Btw if you need a special keybind to make a power work well then the power is flat-out badly designed.
    You don't need a special keybind. I drop teleport onto the same spot that I drop all my travel powers -- first slot on my second tray. My second tray has the keys Q-W-R-T-Y-U-I-O-P mapped to it, so using teleport is as simple as Q, click, Q, click. I actually prefer that to the shift keybind since you don't have to hold the key down in order to teleport.

    With the default key mappings, you could put it in the first slot of the first tray and use the '1' key to teleport, which is almost as convenient.

    Teleport is only clunky if you try to use it by clicking on the icon, but it's hardly the only power that is clunky for clickers.