Codewalker

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  1. Quote:
    Originally Posted by Oedipus_Tex View Post
    I don't know how it wasn't public knowledge before, but someone recently demonstrated you could slot Power Boost or Power Build Up with a defense Hami, which in turn increased that power's defense global multiplier. Whether this change is connected to that or not, its timing couldn't be better, because had that become the new norm, there would be no way out of it (especially since Defense wasn't the only global mod you could slot for).
    I suspect that one just slipped through the cracks, since defense strength buffs are fairly rare outside of PB/PBU itself.

    I think we can safely say that it wasn't the motivation for the HO change, however. That particular problem has a much simpler fix, and it wouldn't surprise me if we found in a future patch that the Defense part of PB/PBU was flagged to ignore enhancements and buffs just like Damage and Resistance buffs are.
  2. Quote:
    Originally Posted by Schismatrix View Post
    *is woefully disappointed when the reactor is just as tedious and slow as ever*
    ^^^

    I *WISH* clicking the glowies made them spawn more / faster... Then the last part wouldn't be so boring.
  3. Quote:
    Originally Posted by ketch View Post
    At even level, it will be able to keep minions and lieutenants in its area of effect. At +3 lieutenants will be able to walk out of it, not to mention the many mobs that have some degree of immobilize protection (Banes, Warwolves, Cims via Shout of Command).
    Haha, you beat me to it.

    At the very least it needs a slow component in the AoE to keep bosses from simply walking right out of it. Even that is problematic when it comes to Warwolves that are nigh immune to both slows and immobilize.

    Synapse, instead of a pseudopet, have you tried a toggle that grants a power to enemies which causes them to phase/intangible themselves? The activation period and grant power effect would need to have a duration longer than the maximum amount of time the toggle can stay on. I think it should work (i.e. the power gets revoked when the toggle drops), but of course can't promise that and it would require testing.
  4. Quote:
    Originally Posted by DarkCurrent View Post
    The scary thing to me is the mag. If only minions are phased and there's an accuracy, how useful is it? Any higher rank mobs go through it. Anyone you miss goes through it. Anyone that has immobilize resist goes through it. It's not a lock down control power by any means.
    The underlined part is not true. I tested it, and was able to phase a Giant Monster with Dimension Shift. The mag 3 intangible didn't affect it, which meant that it didn't get the visual effect, the "Dimension Shift" orange text, or the hint to the AI that it couldn't attack me. But when it tried, it did no damage and was not able to affect me.

    Nothing except for trial bosses and a few objects with special-case powers has any phase protection whatsoever.

    The problem of course is that Eochai also wasn't affected by the immobilize, and happily waltzed right through the field and after me.
  5. Quote:
    Originally Posted by Tormentoso View Post
    True, but how many hard controls are 20 seconds long without slotting and autohit on top of it?
    It's definitely not autohit. When I did my testing vs. Eochai I saw several hit rolls in my pet channel, and some of them missed. It looks like the pulses have a normal hit chance, and if they miss a target it'll unphase until the next pulse (approx 1.75 seconds later).

    So better slot for accuracy still...
  6. Beast Mastery definitely needs a bear as the Tier 3 pet. Especially if it's going to be a pay-for powerset. I know that it wasn't intended to be "turned on" in this beta and it's super early and unfinished, but on the bright side, that means there might actually be time for our feedback to be taken into account! Usually by the time we set a set, it's far too late to make any major changes to it.

    Also:

  7. Codewalker

    LFG expansion?

    Quote:
    Originally Posted by dugfromthearth View Post
    other games reward people for using the LFG tool with buffs when you use it.
    Umm, ours already does.

    When you start an Incarnate trial and leave the league open for people to join, you get Warmth of Prometheus applied, which gives everyone in the league +7.5% damage, healing, and recharge.

    The Master Lambda teams I've been on usually leave the league open just for this, to get the extra damage.

    You also get an extra astral merit I think. I don't know if you still get it if the league is at max size. You may, which kind of defeats the purpose, but I deliberately avoid league leaders who sit there for 10 minutes waiting to fill spot #24 rather than just hitting 'Go' with 20-23.
  8. Quote:
    Originally Posted by Hopeling View Post
    I hypothesize that they might half-work the opposite way in something like Mind Link, which can normally be slotted for defense but not recharge, but I have not yet tested that.
    Based on how it's implemented, I don't think it will work in Mind Link (i.e. only the defense part will be enhanced by Membranes). All of the HO effects were tagged with the enhancement type, not just the defense ones.

    Which is a little annoying since IOs do work there, and will continue to.
  9. Codewalker

    Rain of Arrows

    Quote:
    Originally Posted by viper_kinji View Post
    Based on what I am reading on the wiki, enemies have a resistance modifier that scales by level. If your debuff is unresistable, it should not matter what the level is or whether or not the Purple Patch is active (the purple patch is a resistance to effects after all) as it should bypass it entirely.
    Combat mods (aka the Purple Patch) are not related to resistance. They're a separate calculation and even unresistable effects are modified by them.

    There is a flag for whether or not a particular effect applies combat modifiers, however it's extremely rare for a player power to not have it set, excepting summons and buffs to self. I checked Flash Arrow and it is set to be affected by combat modifiers.

    This should be fairly easy to verify in-game with a power analyzer and a higher level enemy.

    I suspect that one of the reasons the debuff in Flash Arrow is so low is because the power doesn't aggro enemies. Personally I'd rather it be set to notify and have a bigger debuff than be able to use it as a poor man's stealth, but that's just my opinion.
  10. Quote:
    Originally Posted by Hopeling View Post
    Well, it also appears to prevent enhancing things that aren't supposed to be enhanced at all, like the debuff resistance in Active Defense, or the defense strength increase in Power Boost.
    That's correct, each of the HO's effects are now strictly limited to powers that accept that type of enhancement.
  11. Quote:
    Originally Posted by Jibikao View Post
    Guys, VIP Beta is live now. Go test Gravity controls! Read the patch note. There are many good improvements on Singy.
    I think everybody's too busy playing with the beta to be reading the forums.

    For reference, the new Dimension Shift summons two psuedopets, one stays in the caster's phase, and one phases along with the targets in order to pulse there and keep them phased.
  12. Quote:
    Originally Posted by Remmet View Post
    That'd fit especially well if they could also add that idea that someone had above to also add a drag-to-centre mechanic (assuming it's possible, of course). Maybe also a DoT crushing damage component, which gets stronger as the targets get closer to the centre.....

    Hmm. I like the sound of that!
    Last I heard drag-to-a-point (or reverse repel) is not currently possible and would require programming a new effect. Which means that it's not impossible, but I wouldn't expect to see it created just for a Gravity revamp. Perhaps if another (pay-for) powerset were being developed that used it, it might be justified, and could also be used for Gravity down the road...
  13. Quote:
    Originally Posted by Aggelakis View Post
    99% of the time it doesn't require that though. 99% of the time, you just need to refresh the connection to the market.
    Right, I meant if that didn't work
  14. Quote:
    Originally Posted by SerialBeggar View Post
    In simplistic terms, what's the difference between phased and intangible?
    I don't know if simplistic terms exist as it gets into some of the more obscure details of how the engine works. Here's a 'quick' breakdown.

    Intangible is treated like any other mez. Your character has an "Intangible" attribute that starts out at -1. Intangible effects add their magnitude to this attribute. If it gets pushed above 0, you're considered Intangible. As it's an attribute, you can have resistance to it, you can have strength buffs to it, and so on.

    Phase is a special effect. These effects don't have an attribute associated with them, so you have no "state" of being in phase or not, other than the fact that you have a phase effect applied to your character. This also means there's no such thing as Phase Resistance, or Phase buffs. Phase does have a special parameter that tells the game which phase to put you in. So it's entirely possible that different powers put enemies in different phases that can't affect each other.

    It also probably means that separate Phase effects don't add their magnitude together, though that depends on how the code that processes them is implemented. From the evidence I've seen so far, my current conjecture is that the Phase with the highest magnitude 'wins'. If two have the same magnitude, it may be possible to be in two phases at once. Dimension Shift for example has two mag 3 phase effects -- one for "Phased" and one for "NoPrime".

    Quote:
    Originally Posted by ketch View Post
    What I mean is that there is no magnitude to phase. Intangibility had a magnitude (which was variable with enhancement and level difference). Phase, to my knowledge, is simply on or off. You can DS a giant monster or a Rikti Pylon as easily as you can a minion. I'll have to toss some objects into an AE map to test them as well.
    Phase does have a magnitude. Every effect has both a magnitude and duration, it's part of the design of the engine. For damage effects, the magnitude is the amount of damage. While it's true that some effects don't use the magnitude for anything, I believe that Phase does, since different powers that use Phase have different magnitudes.

    Quote:
    Originally Posted by Computer View Post
    Well the Crates/Containers in the Lambda iTrial are not affected by Dimension Shift. That leads me to believe there is some type magnitude system in place. Unless perhaps some things are just tagged to be immune to phase?
    Trial Bosses and the Crates/Containers have a high-magnitude (9001) power that forces them into a specific phase, that's why DS/Black Hole don't work on them.

    Quote:
    Originally Posted by recalx View Post
    i'd dare say that in it's current state, there are more pvpers using grav that pve-ers using grav :-\
    Maybe on Doms. I've seen more Controllers using it in PvE, probably because with a support set to fill in the gaps, the shortcomings of Gravity are less of an issue.
  15. You should open a support request. If they look at your account they should be able to see the purchase history, or at the very least that you had it at one point in time.
  16. Neither Recovery Aura nor Regeneration Aura stack from the same caster. Adrenalin Boost doesn't either, though you could always use it on a second target.

    Emp/Dark is a very good combo, but it looks like Burnout doesn't do much for Empathy.
  17. As mentioned, adjusting the window scale will get you most of the way there. It makes the entire UI bigger, fonts and all. That includes not only chat windows, but mission text, your power icons, all of it. There's an option to change it globally in the Graphics settings, or you can adjust individual windows by using a slash command.

    The only thing that doesn't fix are the player names above people's heads. That takes a font replacement. There's no modification to the game, it's just putting an extra file into a directory that the game sees and uses -- if the devs didn't want us to be able to do that they could easily shut it off.

    The downsides of that are that (1) you'd need a custom font, that at size 12 actually renders as if it were say, size 36. A font editor program can make this. And (2) It will increase the font size of everything in the UI, making it incompatible with the window scale option, so your icons and windows would still be small.

    I would really like to see an option added for adjusting the size of player / SG names in the game world, it's the only thing that's missing that would be needed to do this without having to replace fonts. It could be just a generic size option, there's nothing TV specific about it. Far-off players are hard enough to read on an ultra-high-DPI laptop screen as it is.
  18. Quote:
    Originally Posted by Arcanaville View Post
    You can change the effects of a power for PvP, but not its mechanics. As far as I know, the tech does not exist to change how a power is targeted based on conditionals.
    *cough* PowerRedirect *cough*

    (the upcoming valentines event arrows do exactly this, with different target types and effect types based on if your target is friendly or not)
  19. Codewalker

    Vidoc on MMorpg

    Quote:
    Originally Posted by Dark_Respite View Post
    They forgot Synapse!
    They sent him in first for veng bait.

    [Local] manticore.: hahaha, he actually went!
  20. Quote:
    Originally Posted by SilentSpy View Post
    If I already have the Celestial Armor items/tier 9 items, do I need to use more tokens to get the fire and ice set? I don't think I have any tokens left sadly.
    Yes, you do. And since you have to be a VIP to unlock those anyway, the solution is simple, unlock 1/3 of it each month.
  21. I almost jumped in and recommended window scale, but that doesn't affect things like player and NPC names, so it's not a full solution.

    The only way to "fix" that currently is to turn down your display resolution.
  22. Quote:
    Originally Posted by UberGuy View Post
    Edit: It looks like I missed it because it wasn't in the beta version of the same patch's notes. (Or possibly it wasn't in that build, but that would be kind of odd.)
    It was in the build, but was not in the official patch notes.

    Not sure if it was just an oversight or if they were trying to stealth it in somehow (odd thing to do it on though).
  23. Quote:
    Originally Posted by Azucar_NA View Post
    P.S. What's a toggle patch? I don't even think they exist. It would have to be just a patch, no?
    It's a ground-targeted power that is also a toggle.

    Yes, no powers currently do that, but there's no reason AFAIK why it wouldn't work.

    (though technically the toggle vanity pets are also, they're not AoE though)
  24. Quote:
    Originally Posted by Hopeling View Post
    How odd, it was on beta for not even a week, and we never got an official feedback or bug thread for it.

    Not that I mind
    Beta seems more like the test server these days than an actual beta.

    Which is fine if it is, just somewhat mislabeled. My guess is that it's easier to publish to or something. I'm not sure if Test has ever been fully fixed with regard to the store and account data post-Freedom.
  25. You should go check this spot out after the patch today.