Codewalker

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  1. I'm going to laugh if it comes out next Tuesday. Almost like a cruel joke. Soooo much angst.
  2. Quote:
    Ok, so we get a power buildup for free in /dark.
    Well, Link minds is unaffected by outside buffs, so PBU won't have any effect on it, if that changes your plans at all.
  3. Quote:
    Originally Posted by Tenzhi View Post
    Can't Preemies also use the store-bought IOs without a license?
    Those aren't IOs either.
  4. Body Blow has a 75% chance to give you a stack of Focus.
  5. They're also free on the beta server, which for the moment at least is running the exact same build as live.
  6. Quote:
    Originally Posted by Zombie Man View Post
    And you can give the Necro ghosts commands while defeated!
    Heh, I guess it kind of makes sense that you'd be able to command ghosts while "dead".
  7. Quote:
    Originally Posted by Arcanaville View Post
    Honestly, my spider-sense has been tingling ever since I read that description of ppm procs. Something about it "feels" wrong, but I have no evidence to support that feeling. Besides, of course, the obvious problem that recharge time is not the same thing as cycle time.
    Quote:
    Originally Posted by UberGuy View Post
    I'm more weirded out that it is oblivious to recharge slotting. I mean, I get why that is probably true from a computational cost perspective, but it seems funky to me that you can slot something in a power that will result in a proc chance based on the base recharge, and then use that power 2-3x more often than the base recharge, getting 2-3x higher PPM.

    I'm not complaining, mind you. I'm just ... surprised.
    Honestly I think the best way to look at those enhancements is to completely forget that PPM stands for "Proc per minute". Because that's not what it's there for. IMO the design shouldn't take recharge bonuses into account. PPM is more of a "roughly how much should this proc fire" measure, and based on Arbiter Hawk's other comments in that thread and some PMs I've exchanged with Synapse about them, that seems to be the design intent.

    If you think about it, if the PPM calculator took recharge enhancement into account, then it would mean that the procs effectively ignore recharge, since their rate would go down the more recharge you slotted to compensate. This would make the procs that use PPM vastly inferior to crafted procs which do scale with recharge (the more you use a power, the better the odds it will go off in a given time frame).

    The one big difference is of course AoE attacks. With crafted procs, the odds of a proc going off in any given activation dramatically increase in AOEs. PPM does some extra math so that they do not. I've done a bit of testing in this area (see the Dominator ATO thread) and while I still believe that it's not working right for unstackable self-effects, the rate seems about on par for things like damage procs.

    That of course makes PPM-based procs inferior to crafted procs for AoE attacks, but they have a much higher proc rate in single-target attacks, probably to split the difference.

    All of this of course doesn't apply to slotting in autopowers. For those, the PPM rating should be dead on for how often it actually goes off. I suspect setting Performance Shifter to 3PPM was a mistake.
  8. Really the right fix would be to make the length of the buff for each power 10 seconds + (Animation Time - Frames Before Hit), so that it lasts 10 seconds past the end of the activation. Otherwise long activating powers that hit near the beginning, like Shadow Maul, are at a disadvantage.

    Blaster Defiance has the opposite problem -- there they simply added the activation time into the buff duration, so it lasts slightly longer than it should since the effect "hits" partway through the activation.
  9. Quote:
    Originally Posted by Arcanaville View Post
    Correct me if I'm wrong but isn't the PPM rating supposed to be the "limit" of how fast the proc can work, not the actual guaranteed amount? I thought the 3 ppm value was just a ceiling for the proc, and it was actually supposed to proc about as fast as the in-game one did. Only if you slot this into some click where you could get a lot of activations per minute did this 3 ppm rating actually factor into anything.
    No, the percent chance of the proc is simply calculated based on the recharge of the power you slot it into, as well as other factors like target cap, AoE size, etc.

    Quote:
    Originally Posted by Arbiter Hawk View Post
    It is not limited to its displayed number of procs per minutes - that is representative of the average number of times it will proc over a minute if you use a single-target power every time it comes off recharge. You can still "get lucky", roll high numbers on the under-the-hood dice, and get many more than 4 procs in a minute. Its just that instead of a flat 20% chance to proc (which gives higher proc uptime per minute to a power that can be used more times per minute), the chance of proc'ing is now variable with the recharge (and other special factors) of the power that you're enhancing.
  10. Quote:
    Originally Posted by Dark One View Post
    Given that we've gotten an entire Issue in the space of this time and Billing still hasn't figured out what the problem is/been able to fix it/give a timetable/etc, I'm going to guess that Remus is right.
    "Never ascribe to malice that which is adequately explained by incompetence." - Debatable

    The "entire Issue" was created by developers at Paragon Studios, located in Mountain View, CA. Their primary focus is City of Heroes. There are rumors of some other project in the works there, which may or may not be CoH-related, but most of the studio seems to be hard at work on CoH.

    Billing is handled by NCSoft, whose primary interests are focused on several much bigger titles in the Korean market. It doesn't surprise me that we get the short end of the stick on billing issues. Unfortunately, the vet rewards and Paragon Rewards system that replaced it is handled by Billing. The only thing the devs on this board can do about it is call their bosses and tell them that we're unhappy with the situation. Which I hope by now they've done.
  11. Quote:
    Originally Posted by UberGuy View Post
    This. This is the primary reason.

    They would also need to make sure the appropriate critters were defined to exist in those level ranges. Right now, there's no such thing as a level 55 IDF, and even if they created tables for level 55 attributes, they would need to define that IDF went to level 55, or whatever maximum level.

    Given the tech for level shifts, it's easier to reuse.
    The tables actually already exist for level 55, you can see some on paragon wiki. A hypothetical level 55 boss would have 2770.10 HP. But you're right in that no critters exist that are defined for level 55. I'm not really sure why, they just don't use it.

    Level 56 on the other hand literally does not exist. Trying to spawn a level 56 enemy could do anything from simply fail to crashing the server.

    It's possible that the consequences of doing that are either dire enough or unknown enough that setting up even a level 55 critter was deemed too high a risk. I could see something like the random +1 spawns that sometimes show up in missions unexpectedly trying to create a level 56 critter and causing Bad Things(TM).
  12. There is quite a bit of difference between a 50 (+4) critter and a level 54 critter.

    A level 54 boss has 2,729 hit points and a Scale 1.0 Smashing attack against a level 50 player will do 589.62 damage (409.46 * 1.44 due to combat modifiers).

    A level 50 (+4) boss has 2,570 hit points and a Scale 1.0 Smashing attack against a level 50 player will do 555.15 damage (385.52 * 1.44 due to combat modifiers).

    Level shifts only affect combat modifiers (the bonuses from being +/- the target's level). The base stats of the critter are dictated by its inherent level.

    Also, the tables that the game looks up said stats in only go from level 1 to 55 for critters, and level 1 to 50 for players. This could probably be extended, but would likely require code changes and extensive testing to make sure it didn't break anything. It's a lot simpler to just give a critter a level shift.
  13. Quote:
    Originally Posted by TonyV View Post
    However, if you have a solo path to something and a team-based path to something, people will more often than not flock to the solo path to it even if it's more "difficult" or time-consuming.
    I tend to disagree. I think the existing system works quite well from 1-49 in my experience. Sure, I can level solo if I want. However it goes so much faster on a team that there is a good incentive to do so. I find myself teamed most of the time that I play, either with friends or even with random PUGs.

    The trick is not falling into the trap of thinking you need a full team or that you need specific ATs or powerset combinations. While it's true that I prefer to have a number of support (defender/controller/corruptor/mastermind) sets on a team, by no means is it necessary and I'll even run with a full team of selfish melee ATs from time to time. The content is easy enough that it's rarely an issue, and even PUGs who don't know how to play or people randomly going AFK isn't that detrimental.

    It's the level 50 trials where this falls flat, however. A lot of times you do need a specific group, especially for the harder or more gimmicky ones. If it's a +3 level shifted trial, you had better preform a group with enough +3s or chances are you'll lose just because you can't do what you need to numerically. The same thing goes for trials like UG or MoM where you had better have enough people packing Clarion or otherwise prepared, or half the league will be perma-mezzed. The original Keyes design basically required healzors and/or lots of Rebirth. The LFG tool certainly isn't going to do a "gear check" for you. That trains most people to avoid using it, for any content.

    The one time I've used the tool to join a trial outside of a preformed group was right after the first trials went live. After a long wait, it tossed 8 people into a Lambda, mostly scrappers and blasters, maybe a brute and a VEAT. No support, no control. Plus nobody had ever done it before and had no idea what to do. We stood there for a minute and the team dissolved before even pulling a single group of IDF.
  14. Most likely it's not the hard drive, but rather the disk controller on your motherboard. Especially if it's a SATA drive, XP is old enough that it doesn't have drivers for those built in.

    You've got a few options. The easiest is to check your BIOS settings and see if the controller has a Compatibility or Emulation mode. That will make it pretend to be an older ATA chip so that XP can see it. You may lose a tiny bit of performance in that mode, but it's very very slight, especially since it's unlikely that your drive supports NCQ anyway.

    The other option is to find 64-bit XP drivers for your motherboard's disk controller. The manufacturer may have these, but 64-bit XP was pretty rare so they may not. When you find them you have to either put them on a floppy disk (yes, I said floppy) and tell XP setup to load them, or burn a new XP CD with the drivers slipstreamed in. nLite is a good tool for that.
  15. Quote:
    Originally Posted by Oedipus_Tex View Post
    We shouldn't need global channels for the way they are being used. Just let us talk to each other globally, and not on the Help channel.
    Well, the one really nice thing about global channels is that they are global, so you can see what's happening even across servers. That's really handy if you're playing a character on one server, but see a TF starting on another that you want to take a different one to.

    So if something was introduced to try to reduce reliance on global channels for team finding, it would need to be cross-server at the least to come close to being able to replace them.
  16. Quote:
    Originally Posted by Mistress Rue View Post
    I know this is slightly off-topic, but I simply can't resist...

    I'd love for someone to time the trip from the Thorn Tree on Thorn Isle in Nerva Archipelago, to Faathim the Kind in The Chantry - to make it fair, let's assume it's on a Rogue, so using Ouro to hop blueside as the first step isn't an option

    I'll do it myself later, of course (can't right now, at work) - but thought I'd throw it out there as a sort of open challenge
    Do you allow use of the Pocket D or base teleporter?

    I figure getting a teammate to grab a door mission in a shard zone and then mission teleporting is probably cheating so I won't include that.

    Even that run isn't as bad as it used to be thanks to the black helicopter on the north side of the Longbow base. Doesn't really make a lick of sense for it to be there, but hey.

    Also, I *know* I had a vigilante get either the purchasable or day job black market TP power and was able to use it while blueside. It doesn't work anymore so I'm not sure when or why it was changed.
  17. Codewalker

    CoH on steam

    Well, as of Issue 22 there's now a steam_api.dll file in the main coh install directory. So take that for what you will I guess.
  18. Well, regardless of how many packs it gave you when you clicked on it, I'll assert that it always said "Super Pack: Heroes and Villains (x5)" in the Paragon Rewards window for the entirety of I22 beta. So I don't find it surprising that that's what it actually does.

    Maybe they just "fixed the glitch" where it was giving you too many packs.
  19. Quote:
    Originally Posted by AmazingMOO View Post
    Is 'frisbee' trademarked?

    Oh yeah. Guess it is. -- http://en.wikipedia.org/wiki/Flying_disc

    It looks like 'Flying Disc' is the preferred term used by people who actually play with them, so I'm willing to bite onto that one.
    Interesting, check out the French version of the announcement:

    Quote:
    Originally Posted by Freitag View Post
    Frisbee - Nouveau!



    Lancez un Frisbee à un ami ! Il peut alors le rattraper, le renvoyer ou le lancer à un autre ami ! Avec le pouvoir Frisbee, vous pouvez lancer une quantité illimitée de disques, mais vos amis ne peuvent avoir qu'un seul Frisbee en main à un moment donné. Rien de tel qu'une petite partie de Frisbee à la plage ou au parc !
  20. Codewalker

    stuck in a pit

    I bet some map designer is having a "d'oh!" moment right now. It seems so obvious in hindsight, but no I don't think a second instance ever spawned in beta that I know of.
  21. I don't think these or the final gravity changes (DS phasing allies, KD in Propel) made it into beta before I22 went live. I guess we'll probably see them in a patch or two.
  22. I used to be the world's most powerful psychic... until I took an arrow to the chest.
  23. Thank you very much for spending time on this, this is going to make emailing enhancements to myself SO much easier.

    I'm sure the 15 second limit will still be there, but at least I can just mash a keybind for each slot and tab out for 15 seconds instead of having to open the UI every time.

    Are the salvage slots just in the global order in "All" (i.e. no separate by tabs)? Was hoping for an easy way to do halloween salvage but it doesn't sound possible.
  24. Huh? It said 5x super packs from the moment it appeared on beta. I never "bought" any so I don't know what it actually handed out, but the reward screen always said 5.
  25. I wouldn't really consider 500MB to be a "small" patch, since the whole game itself only takes up about a 4GB footprint. Not like some other bloated MMOs that chew up your hard disk yet somehow have lower resolution textures and blockier models than we do.

    500MB sounds about right to me based on the amount of content and the sizes of the patches that were hitting beta.