Codewalker

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  1. Pretty sure the carnie stuff isn't supposed to be until next week, don't know why it briefly showed up on the market. SSA#5 was announced to be targeted for the 17th as well.

    I guess the reappearance of the Titan Weapons pack is the 'new' item this week, even though it was on the market before and then removed.
  2. Looks like 2170, which includes the TPN nerfs among other things. Not sure if the DC bug is fixed though.
  3. Quote:
    Originally Posted by Arcanaville View Post
    I don't know how the new proc system was implemented, but I do know all attuned procs have an implied PPM baked into them that seems to match the text description. Whether that is used as a PPM limit or used to calculate an on-the-fly limit is a different matter, and one difficult at the moment to test.
    Based on the reports from other threads, it seems the answer to how PPM works is: It doesn't.

    All of the ATO procs are set to 0% chance, but with a PPM value in the power. I assumed that the PPM would override the chance, but since people are saying that the ATO procs aren't going off at all, that would seem to not be the case.

    The only one that has been reported as working is the Stalker's chance to enter "hidden" state, and that one is set to 20% chance on the non-superior version only.

    Brute's Fury, Scrapper's Strike, and Kheldian's Grace, and Command of the Mastermind should work since those are implemented as set bonuses.
  4. Quote:
    Originally Posted by ketch View Post
    I agree that Dimension Shift will probably still be limited to a panic button. It simply doesn't match the pace of the game very well. Making it into a toggle is a huge shift in usability, but it really needs to go a step further. In my opinion it needs to also phase allies that enter the area of DS so they can continue to combat enemies.
    I can see a few situational uses. One that comes to mind is placing a "don't bother me" field to click the rubble piles while speedrunning SSA#1 on a character without enough defense to simply ignore the incoming waves.

    But yeah, still a very skippable power.

    Quote:
    Originally Posted by Local_Man View Post
    I'm not positive about this, but I seem to recall that enhancing a Phase power with Intangibility enhancements increases the MAG. It does not increase the duration. So if you slot Dimension Shift with Intang, it might be able to do more.
    It depends how the effects are set up. Since it's a toggle, chances are the duration will still be fixed, so the mag should be enhanceable. Although Intangible enhancements only work on the Intangible effect, not the Phase. We won't know for sure until it's on beta.

    TBH I'm not sure how that really works in practice on AVs anyway, since by its nature they can't have any inherent Phase protection or resistance (but they DO have mag 4 intangible protection). Trial bosses do have a phase protection of sorts... they get a power that applies a mag 1000 phase effect that forces them into the correct phase. Which is apparently "LordWinter"... not gonna ask. Oddly they don't seem to get any extra Intangible protection that I can see.

    TL;DR: what happens when an enemy is phased but not intangible, or vice versa?

    On the bright side, at least on the AVs I checked, the PToD don't give any extra intangible protection.
  5. Ragdoll is calculated server-side so that everyone sees the enemies in the same place, so drivers or hardware on people's computers shouldn't affect that.

    That said, they *did* upgrade their PhysX library to a much newer version, presumably one that is capable of using compatible NVidia cards to do the calculations for the client-side effects like shell casings, rocks, leaves, etc. The old version they used to use always did it in software on the CPU, even if you had a GPU capable of offloading it -- it predated the buyout and only worked with standalone PhysX cards.

    It appears that something is different in this new version that makes their interface not work right, and so everything that uses those libraries is acting... strange.
  6. Codewalker

    Rain of Arrows

    Quote:
    Originally Posted by Kioshi View Post
    Thanks Codewalker, I couldn't find the damage modifier in CoD since it summons pets.
    Yes, as you noticed for pets they're usually baked into the damage scale, since (psuedo)pets always use the pet modifiers. Spring Attack is a good example.

    Quote:
    Well as long as it's (almost) the same as Blasters I'm fine with that
    And it may actually be the same as blasters. CoD only shows the modifier tables to 3 decimal places. I was lazy and just looked there instead of looking at the backend database. So rounding error could be responsible for the 0.01 difference.
  7. Quote:
    Originally Posted by Aggelakis View Post
    SI has two applications of defense - if you are not in combat, you get both; if you are in combat, you only get the first one. It's the same with Stealth from the Concealment pool, and a lot of other stealth or defense powers that talk about "suppress in combat".
    Also worth noting is that, despite what they say in their descriptions, Group Invisibility and Grant Invisibility work a bit differently. Those only have one defense component, and it doesn't just suppress when you attack / are attacked, it CANCELS, and is gone for good. Or at least until the power is reapplied.

    The stealth cancels, too, so you're left with an icon on you that does nothing except make your character transparent.
  8. Quote:
    Originally Posted by Paladiamors View Post
    Its probably worth noting that some enemies are highly resistant to holds and such even if they are minions or lieutenants. Mikes life fun for low level controllers.
    *cough* Destroyers *cough*
  9. Codewalker

    Rain of Arrows

    Ranged_Damage modifiers for the three at level 50:

    Code:
    Blaster        62.562
    Defender     36.147
    Corruptor     41.708
    Taking those into account, the RoA ticks are approximately:
    Code:
    Blaster      Scale 1.20
    Defender   Scale 1.35
    Corruptor   Scale 1.19
    Direct damage powers are almost always the same scale across ATs (except for Blaster's normalized T1/T2 attacks). So the Defender version does a bit more than it's supposed to.

    Corruptors in general have a fairly low base damage, depending on Scourge to prop that up.

    As an aside, it looks like Defender Rain of Arrows does considerably more damage in PvP than the others. There's an unconditional damage tick and a "player only" damage tick. The other versions all have it as a "critters only" tick and a "players only" tick.
  10. Since you're ice/ice, you can also stack Freeze Ray with Freezing Touch. Freezing Touch has a very quick animation so it's a good way to hold a boss when you really need to.

    Most player holds are magnitude 3, and bosses have inherent magnitude 3 hold protection (3-3 = 0, still means not held). So you need to use two of them to get above 3 and actually hold them. The hold no longer be in effect as soon as your first one falls off and the magnitude goes back down to 3.

    Bitter Freeze Ray usually isn't worth the trouble because it has a long animation that can get you killed in the middle of it.

    If you really want to be a blastroller, you can get Shocking Bolt, Char, or Cryo Freeze Ray from the ancillary pools for yet another hold. Just don't spend so much time controlling stuff that you forget to deal damage to it.
  11. Quote:
    Originally Posted by Void_Huntress View Post
    It would also be limited to a maximum number of procs within the space of one minute, so that if you got really lucky and it procced very early within the space of that one minute, it may not proc at all for the rest of that minute.
    This part suggests that it's both. Not only does the proc chance vary based on activation / recharge, but there's a hard limit that would presumable limit the proc's usefulness in AoE attacks.

    From what's been reported, however, it sounds like they may not be working at all.
  12. I don't know, was teaming with friends just before the event ended when we spotted a Winter Lord after exiting a mission in Faultline. We started fighting it, and much to our surprise, were suddenly surrounded by Zombies!

    So after finishing off the WL, we turned our attention to the zombie hordes and destroyed wave after wave. Got 3 of the badges, but sadly no Elite Bosses spawned despite how quickly we dealt with the ones that were sent our way.

    It was rather epic fighting the WL while also being assaulted by waves of zombies.

    As for Rikti... just wait until the Lady Grey TF comes up as the weekly
  13. Well it doesn't help that most of the questions are "When can we have my pet feature X?"

    Not exactly something the community team can commit to on behalf of the whole studio.
  14. Quote:
    Originally Posted by Mind_Over_Matter View Post
    Just checked the stats in-game and the 92.3% accuracy bonus I have from slotting the complete Cloud Senses (Accurate ToHit Debuff Set) appears to enhance all of my Corruptors Dark Servants powers that make a ToHit Check. So, in this case they either encoded Fluffy as an exception or the in-game data is wrong. Either way, i've had great success with using Cloud Senses (once I was able to find/afford the set). YMMV.
    Cloud Senses works because it's technically a to-hit debuff enhancement. Pet powers have no concept of sets, so they check the enhancement category instead. All of Fluffy's powers accept to-hit debuff enhancements except for Petrifying Gaze.

    Theft of Essence / Touch of the Nictus are classed as Heal enhancements, however.
  15. Quote:
    2. -ToHit Debuff.
    This.

    Thanks to pet AI being what it is, Fluffy likes to stand in melee range. Chill of the Night is an always-on PBAoE 30% To-hit debuff which can be enhanced to around 45%.

    Oh, and it's auto-hit.
  16. Quote:
    Originally Posted by Necrotech_Master View Post
    it doesnt stack from multiple casters because it applies a temp power to the target

    the fury of the gladiator and the achilles heel will stack with each other because they apply slightly different temp powers

    its essentially like interface incarnate abilities except the stack limit is 1 instead of 4
    That's true, though there's actually a new stacking flag now that prevents stacking from multiple casters without having to use tricks like granting a temp power with a limited number of copies.

    The MA version of Caltrops (which Knives were also modified to use) takes advantage of this, which is how its slow effect no longer stacks when you're standing in 10 patches at once.

    There's also a fairly new stacking mode that allows stacking up to an arbitrary number of times. It can optionally be combined with the collective flag to stack X times, regardless of the caster. Interface DoTs (including Reactive) do exactly that. Only the debuff portion uses the old-style Grant Power method.

    Using the new stacking modes have the advantage of being able to use the caster's damage modifiers, and also not causing issues like aggro and who gets damage/kill credit.
  17. Quote:
    Originally Posted by Necrotron_RO View Post
    I don't get people not being able to solo Trapdoor. I have soloed him with literally dozens of characters (Defenders, Corruptors, Masterminds, etc.) and often with SOs.

    Set difficulty to -1/1, speed through the base to Trapdoor. Defeat his first 'replication', then smack Trapdoor in about 30 seconds (with any AT).

    I could see him causing problems solo at +2 or +3, but he is really easy to solo at -1.
    Trapdoor is ridiculously easy on any character with access to a mez, which at level 50 with epic/patron pools is almost all of them. He may be EB rank, but he doesn't get purple triangles or any mez protection at all, so all it takes is stacking a hold and he can't summon his bifurcations. I don't even remember what attack powers he has, I've so rarely see him use them.

    He's also vulnerable to chain-kb.

    I don't recall ninjas having any AI problems with him, I could see bots maybe having issues since they like to stay at range (until they don't ;-)). Goto may help for MMs.
  18. Quote:
    Originally Posted by UNB0UND_4_LIFE View Post
    Metroid Merits?
  19. Quote:
    Originally Posted by Arcanaville View Post
    Super speed, super jump, recall friend - we literally take distance almost completely for granted in this game. We complain when the vault is not in the same building as the market. If it takes more than one minute for a team mate to arrive we wonder if they've been disconnected.
    Hear, hear. After spending time on a planet of conflict where a flight from the north of a continent to the south of the same continent could easily take over 10 minutes of AFK-worthy time, I've come to appreciate, and indeed become completely spoiled by, the speed of travel in this game.

    Seriously, I saw a video from a competing heroic product showing off their version of "Super Speed". My first thoughts occurred simultaneously: "Pretty effects," and "Oh, that looks slow."

    In the age of mission teleporters and Ouroboros Portals at level 14, we waste next to no time getting where we want to be. And yet I still find myself sighing when I get a hunt mission in Boomtown and have to zone twice to get there. Oh, the humanity!
  20. Yes:

    Warworks Radial Superior Ally:
    Summon (1 Ranged_Levelminus) IncarnatePets_Lore_Warworks_Boss for 300s
    Summon (1 Ranged_Levelminus) IncarnatePets_Lore_Warworks_Support_Protected for 300s
    Grant Power to Self: Incarnate.Lore_Silent.Level_Shift

    Warworks Core Superior Ally:
    Summon (1 Ranged_Levelminus) IncarnatePets_Lore_Warworks_Boss_Buff for 300s
    Summon (1 Ranged_Levelminus) IncarnatePets_Lore_Warworks_LT_Buff for 300s
    Grant Power to Self: Incarnate.Lore_Silent.Level_Shift

    This is from build 2000.201104060405.1, before Radial was changed to have a different duration and recharge.

    Ranged_Levelminus is a modifier table normally used for Masterminds. It's set up to summon a pet one level lower than you if you are level 24 or above. At 50, it summons 49s.
  21. Quote:
    Originally Posted by SerialBeggar View Post
    Can you reposition the mouse-over tool tip to be further away from the cursor?. Right now, it appears under the cursor and the cursor is "in the way". Not a lot, but it is disconcerting.
    Can you give it a try and see how it looks now?

    I increased the horizontal distance a little, and the vertical distance a bit more. I don't want to push it too far out, since in order to click the links in some of them you have to be able to cover the gap to mouse into the tooltip before it disappears.
  22. Hi,

    Archeology's a bit of a hobby of mine, so I like to keep old copies of stuff.

    I'm also maintaining City of Data, and thanks to Real Numbers it has a complete record of every power in the game.

    Put two and two together... It's a lot harder for a stealth nerf to slip by unnoticed these days.

    I just checked an archived copy of the Issue 20 launch day data. The initial four Lore trees all spawned their pets at -1. From Tier 1's single pet all the way to T4.

    Feel free to not believe me, but as far as I'm concerned, crisis averted.

    -CW
  23. It was missing the background colors for the effect lines, too, which makes me think it was a cached copy of the old CSS.

    I just put into place a band-aid to sidestep the cache issue and force everyone's browser to refresh the style sheets and scripts, hopefully.

    Quote:
    Originally Posted by Muon_Neutrino View Post
    THANKYOUTHANKYOUTHANKYOU for finally making the AT symbols clickable.... I don't know whether that happened with this update specifically or if it was one of the other semi-recent updates, but that's something that's been bugging me for forever. Very minor, I know, but that's one of those tiny little QoL things that just nags at you.
    That one was slipped in back in November I think. When I started working on it, I couldn't believe that they weren't clickable, and just had to go and change that. Glad it was an improvement for you.
  24. That doesn't look right at all. It looks like you have an old cached copy of the CSS.

    Can you try doing a Shift+Refresh, or if all else fails, clearing your browser cache?
  25. Heh, sounds like the UI is improperly trying to translate player names when it displays them in a few places.

    You should make a character named P4251138908 or P4227708012