Codewalker

Super-Powered
  • Posts

    896
  • Joined

  1. Quote:
    Originally Posted by Lord_Kalistoh View Post
    In the last Motheship Raid we had a bit of lag and I could see 4 stacks of AF and using AS only deleted 3 of them. So I'm pretty sure that if you have 3 stacks, the 4th applies and the 1st is removed (I think the lag messed with the AF system or something)
    You were probably experiencing a loss of sync between the client and the server -- the client hadn't yet "gotten" the message about one of the instances of the power being removed and kept displaying it.
  2. Quote:
    Originally Posted by RevolverMike View Post
    - button will only reduce if its already boosted.

    Thinking about it, I'm not sure how to change the level of enhancements. I think it must be set to automatically set them to their highest level. I havent checked if theres a way to turn that off (I'm sure there is), but havent needed to do so myself.
    Try typing the number of the level you want while hovering over it
  3. Yes, several of the spherical AoE tests resulted in an initial calculation that was over 100%, but below 100% once divided by the AoE factor. After division, the calculated rate matched up with the observed rate perfectly. So I think it's safe to say that it's not capped at 100% prior to division.

    Indeed some people are seeing 100% per-target proc rates on AoEs with very long recharges.
  4. Quote:
    Originally Posted by Golden Girl View Post
    It wouldn't be destoryed - becoming ascended would just mean that one entity had absorbed the force potential of other members of its species -so it Tyrant ascended, he'd absorb power form the rest of Praetoria, weakening the people there.
    Or, if the Well of each species is linked accross the dimesnions, then Tyrant ascending would drain power from every single human in the mutliverse.
    And Primal earth, too, since Prometheus does make it explicit somewhere in his huge wall of dialogue that the Well is trans-dimensional, linking the potential of that species across the entire multiverse.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    More specifically, we know the game has a mechanic for cancelling a temp power before its duration is up. At the very least, the Vanguard Curse Breaker does this by removing the Curse of Weariness before its five minute duration is up. So it's conceivable that a fourth version of Assassin's Focus would simply cancel the first (as identified by being first in the stack) and then activating itself instead of it, though I assume that might cause the yellow ring to "jitter" depending on how it's done.
    That exact mechanism is actually already in use by the new system -- Assassin's Strike uses it to revoke your stacks of Assassin's Focus when you use it.

    The catch is, as that statement implies, that it cancels all instances of the temp power, not just one of them.

    Quote:
    At the same time, based on how temp powers work, the above is not very likely to be happening. If, for instance, I still have 10 of the 25 shots of my Stolen SMG and I earn a second one, I don't get a new power with 25 shots. Instead, I keep the old one with 10 shots and the new one goes down the drain.
    There actually is a way now for charge-based temp powers to "charge up" when you make a new one rather than being wasted, up to a max limit that may or may not be higher than the original number of charges. Though older ones haven't all been retrofitted to use it, the Market-based ones (like the holy shotgun shells that were part of the zombie pack) do 'stack'. The mechanism used for that isn't one that would really help with Assassin's Focus, however, since it's not a click power with limited charges.

    Chances are that system would get really confused if you had multiple copies of a power that used it.

    Quote:
    Then again, I'm not aware of precedent in the game where multiple stacks of a temp power are a "thing." I do know powers like Invincibility and Against All Odds have some form of hard limit on the number of buff copies the power can produce, but I don't know if they use the same tech, what that tech is and whether their being so short-lived isn't causing them to work in a different way.
    Those are just AoE powers that affect enemies, but with the effects set to apply to self. You'll get an extra copy of the effect for each target hit, up to the target cap of the power.

    That can't directly be used for Focus, as each power that grants it is a different power, so the normal effect stacking won't work. It would be like trying to make Deflection Shield and Ice Shield only go up to 3 stacks of either. The game just doesn't have any concept of stacking rules that cross power boundaries. So you'd have to resort to granting temp powers, which leads us in a big circle.
  6. Mechanically, Assassin's Focus is a temp power that you're allowed to have 3 copies of, a lot like Build Snowbeast, but with a timer on it.

    Unfortunately, that means that #1 is true. If your attack tries to grant you a copy of Assassin's Focus and you already have 3, it simply does nothing, even though one of those 3 is about to expire.

    Sorry to be the bearer of bad news, but at least I won't punch you in the face.
  7. Quote:
    Originally Posted by dugfromthearth View Post
    this is not the Prometheus I was looking for

    ?
  8. Quote:
    Originally Posted by Kyriani View Post
    Know what I find incredibly convenient? The fact that the DA beacon sends you to just outside the base portal entrance. Makes it nice and simple to unload enhancements at the vendor there for full value regardless of type and then get right back to wherever I was via my base. Its less running around than going to RWZ imo.
    I thought Mender Roebuck in Ouro also paid full value? I always sell to him because the location is so convenient.

    EDIT: Wiki says 32%. So not quite full value, but close enough of a compromise for me.
  9. Quote:
    Originally Posted by Kheldarn View Post
    And since we're talking about powers misbehaving, the Greater Fire Sword on a Tanker plays a sound that's used by Croatoa Ghosts when they attack. I'm not sure if other ATs do it.
    The Brute version does that as well, it's quite annoying. I think it's been bugged since power customization went live.
  10. Quote:
    Originally Posted by EnigmaBlack View Post
    I never really liked being a buff/debuff bot and even though defender damage is lower, the secondary effects more than make up for it IMO, even more so if they can stack.
    They can indeed, and often do. It's just one of the reasons that Defender blasts are so tasty. Focusing entirely on the primary ends up hurting the team.
  11. Quote:
    Originally Posted by Scientist View Post
    As a note, I know with the Cold defender/corruptor Ice shields, you can change the fx in the costume designer to make them considerably less obtrusive. Change colors to variants of grey, and they become barely visible. I haven't tried this with the Epic pool, I don't know if its possible for epic pool powers.
    Sadly, you can't (yet) customize epic pools, or regular pool powers.

    They need move their UI designers from the super secret project back to CoH and start cracking the whip to add that option to the interface.
  12. Quote:
    Originally Posted by American_Angel View Post
    I tried premium at first...I had 22 character slots. The $15 would buy more...permanently.
    22 slots? That's not nearly enough. Let's see, I'd need to spend... carry the 2... wow that's a lot of points.
  13. I'd really like to see enemies that use Taunt.

    Despite playing for years, it was actually fairly recent that I first experienced being Taunted. A tanker got confused by a Succubus and accidentally hit Taunt after it auto-targeted me.

    It was pretty cool, between the "Taunted" status and the special reticle that showed who I was allowed to attack.
  14. Voltaic Sentinel does not inherit buffs from its creator. It's actually a lot more similar to a regular pet, with the notable exception that it can't be targeted. It will even zone with you.

    Even if it did inherit buffs, using Build Up first wouldn't be terribly useful as it would only last for the first few seconds after the pet was summoned.

    It does inherit enhancements. I don't see any obvious way to slot a damage proc into it (other than Interface, which you probably won't have for a while ;-)), otherwise that would be ideal. GR pre-order ones shut off before you can get Voltaic Sentinel.

    In theory it could benefit from Soulbound Allegiance: Chance for Build Up, but that's 50-only as well and I kind of doubt it would be worth it.
  15. Kinetic Crash does increase Knockup as well as Knockback.

    The Knockup in both Lift and Levitate is enhanceable.

    I'd say the bug is in the detailed info screen. I haven't checked recently but I know I've slotted Lift for KB before and noticed a difference.

    Mids not showing it is almost certainly a bug, and not too surprising considering how it handles enhancements.
  16. I bet it has something to do with the Beast Mastery set. Those pets get a self-buff click power that boosts their run speed to try to make up for them not having any ranged attacks. I bet they futzed with the AI script to try to get it to use it correctly, and now it's making all pets go crazy when their run speed gets buffed...
  17. It's because you're looking at the power directly, and it doesn't know that it's a mastermind pet power, so it's defaulting all the AT modifiers to 1.0. Often modifiers for debuffs are negative, so the scale of the power itself is positive.

    Here's a link to it using the correct mods: Growl

    The real bug is that it's showing "Mastermind" as the AT when that's clearly not what it's using. It should be going straight to "Unspecified". Probably some old special-case cruft that needs to be cleaned up.
  18. I can't comment on the whys, but I think it's very likely that it wasn't intentional. Just a boneheaded hasty "fix".

    I can forgive the initial bug -- let that be a lesson about special-casing stuff to work on beta and making it impossible to tell if it'll actually work when pushed live or not.

    But seriously, knowing that was the cause, come on, fix it right instead of just doing a quick band-aid.
  19. Quote:
    Originally Posted by Noyjitat View Post
    The story was so well written it and this update is so much of a improvement I would almost say a completely different dev team had created it. Storyline wise, to me it's the best content since croatoa/faultline.
    Well, they did say that they like to break into 2 or 3 "strike teams" these days and work on issues in parallel, so it's quite possible that a different writing team put DA together than the SSAs, or even First Ward.

    As much as I hate to say things like "A team" and "B team", that's definitely what playing through DA feels like. Aside from some dumb typos that needed to be fixed in proofreading, the story is a lot more compelling than a lot of what I've seen lately.
  20. Quote:
    Originally Posted by Haetron View Post
    I'd honestly prefer a /duel command so we can PVP in any zone before a dedicated zone was created.
    Not until we get scriptable UI mods so I can auto-decline duel requests; since all the noobs will be spamming them nonstop while passing through Goldsh... I mean Wentworths.
  21. Looks like a Goatee to me...

    Last I checked Rularuu didn't have one.

    Unless it's evil mirror universe Rularuu.
  22. Quote:
    Originally Posted by Zaloopa View Post
    Link The Target is also set to be the caster, so it does check per target, but it always has only 1 target, and that's you.
    The target there doesn't actually mean anything for enhancements. They inherit the target settings of what they're slotted into. Otherwise ones like this might be troublesome. The only thing that affects procs is what you see on the right-hand side: if the effect itself is on Target or on Self.

    As for the chance for build up, it's implemented in such a way that it only gets one chance to fire, regardless of how many targets it hits (so long as it hits at least one, which Tactics always will).
  23. It's currently looking like that it may be using the old damage area mod formula for spherical AoEs, but different values for cone portion of it. Guy is doing some testing for SCIENCE, and not only is Crowd Control proccing at 100% at noted above, but Heavy Burst is proccing about ~10% more often than the estimate.
  24. Quote:
    Originally Posted by UberGuy View Post
    Not previously mentioned, Hopkins at the end of Manicore's TF. (Notably, Hopkins is absolutely pathetic, possibly one of the most anticlimactic AVs anywhere, especially given that the TF he appears in requires 7 characters to start.)
    Hopkins does have PtoD, they're just incredibly easy to miss because he dies so fast.
  25. Codewalker

    D/A too dark

    If it's Force Field you can use this to temporarily disable the bubbles:

    /suppressclosefx 1
    /suppressclosefxdist 1000

    Or make a macro:

    /macro Nobub "suppressclosefx 1$$suppressclosefxdist 1000"

    Increasing the gamma under the graphics settings may help with the darkness too.