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Happy New Year from the Titan Network!
To ring in 2012, we are happy to announce the first of several upgrades to City of Data, specifically to the detailed power information.
This update, entitled "Cause and Effect", focuses on streamlining and enhancing how power effects are shown, making them easier to read and understand.- The biggest change you'll notice is that many attributes of the effects are now shown as icons, reducing the amount of space each line takes up and making it easier to see at a glance. A lock icon, for example, represents that the effect is immune to Enhancements and Buffs, and always uses the displayed value exactly. Hovering over any icon with your mouse tells you what it is, and in many cases shows extra information.
- There is also color coding to help see at a glance what an effect does. A light blue background means that an effect has a special condition. Dark green text means that the effect has a random chance to apply. Faded red text means that the effect doesn't apply at all, unless some other power (i.e. Fiery Embrace or Swap Ammo) modifies it. All of the colors are intended to supplement the text and icons; the site should be completely usable even with color blindness. If you do encounter some text that is difficult to read due to the contrast, please let me know so I can fix it!
- Many new attributes are now shown as well. Several different stacking types are supported that previously were not. Effects that can be canceled have an X icon you can hover over to see what cancels them. Also, effects that are single-target-only in an AoE power, or have a reduced radius, now show that information.
- The chance modifier used by Swap Ammo, Fiery Embrace, and a few others is now fully supported! The effects that are modified by these, or modify other powers now have hyperlinks you can click to get a list of powers that they affect.
- A few bugs have been squashed as well. Some of the backend tables were revamped, and as a result the issues that people were seeing with some of the Lore pets are fixed.
- Finally, the site itself has been streamlined, using the full browser window to show the data you want. Remember that you can always use the "City of Data" link at the top of the page to return to the start page.
- The biggest change you'll notice is that many attributes of the effects are now shown as icons, reducing the amount of space each line takes up and making it easier to see at a glance. A lock icon, for example, represents that the effect is immune to Enhancements and Buffs, and always uses the displayed value exactly. Hovering over any icon with your mouse tells you what it is, and in many cases shows extra information.
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Quote:It should work the same as Recharge debuffs, which are in fact Strength buffs (and Hasten is +70% Str(Recharge)). The power will never buff you for a negative amount, but it's effectiveness will approach zero as the Strength approaches -100%.Power Boost is a 65.56% buff to Defense strength mods, which were -75% to start with, which means this should have been a good ol' -124.17% strength to Defense, which against a power that grants 75% from the outset would be a, uh... either a 33.4% boost if I did that right, or a -18.1% Defense *debuff* on self for casting the power? I'm really not sure HOW that works.
Come to think of it, I have no idea what would happen if a power attempted to increase or decrease your base Recharge attribute (not its strength). Probably either nothing at all, or Bad Things (TM). -
Quote:The rooting is something that definitely came as a shock to me, having played some other games first that didn't do anything like that -- quite the opposite, you could always move, but it would just interrupt your cast time abilities.But for a melee class, it comes across as outright baffling to just stand there and let an enemy beat on you while you are essentially waiting to decide if you want to stab them again. Melee attack skills usually don't have any sort of, as I've heard it called "root time", so you can move around at will. I have been told that there's no "facing" in this game, but being stuck in place so often will seem outright restricting to players coming from another game.
For the most part, it's not an issue. There are very few "move or die" scenarios in this game, and most of them are in the incarnate trials (level 50+ content). Even then you usually have enough time to move, though once you get into the habit of queuing up attacks to form a seamless chain it can get a little difficult.
Long time CoH players tend to game the system a bit. They do things like jump at an angle right before using an attack with a long animation -- the momentum carries you even while you're "rooted". I think it's fair to say that most people enjoy the game in spite of rooting rather than because of it.
The developers seem to believe that it's an important balance consideration, though, so I wouldn't expect a major change in the way that it works.
Tangent: As a few people mentioned, "Haste" works the exact opposite here than it does in games like WoW. You can never reduce the cast time of your attacks: that's fixed and tied to the animation. You can, however, reduce the recharge (or cooldown) of them, and use your big hitters much more often. By the time you're in the mid to late 20s or 30s, you should be able to use your abilities continuously with no pauses.
If you need a filler until then, you can hold control and click on Brawl to make it fire automatically, simulating an auto-attack. -
Quote:Based on my understanding of the combat engine, using Power Boost before Weaken SHOULD affect:It's been tested in a variety of PvP leagues already, but feel free.
-ToHit debuff on the target.
Strength of To-hit buffs used by the target.
Strength of Sleep, Confuse, Terrorize, Hold, Stun, and Immbolize powers used by the target.
Strength of Defense powers used by the target.
Strength of running and flying speed affecting powers used by the target.
Strength of Healing powers used by the target.
Strength of Endurance drain done by powers.
I bolded Strength in the above, because Weaken does not directly debuff Defense and the other attributes. It works like an inverse Power Boost, debuffing you so that when you use those powers their effectiveness is reduced. It would, for example, reduce the amount of Defense that your toggles give you. Think of it as temporarily slotting a negative SO in all your powers.
Which could still be fairly nasty, even though the -Damage portion is unaffected. -
Quote:No, PB does not increase recharge buffs, and Temporal Selection's recharge is not affected by them if it did. Since recharge buffs are by their nature strength buffs, they are all flagged not to be affected by them, or their strength would increase with your global recharge.I read this part "It works with +/- damage powers (including Benumb and Weaken)" so I thought you meant +damage %.
Does PB affect Temporal Selection's +30% recharge?
Quote:And I thought +Regen is just the same as +healing. I am pretty sure PB affects healing powers, so why won't it improve Temporal Selection's 150% regen?
PB boosts Heal, but not Regen. -
Quote:Controller power boost does not affect damage at all, neither does Mastermind or Blaster PB, nor the Corruptor PB from Soul Mastery.I found out that Controller's Power Boost effect is so much stronger than Mastermind's Power Boost. Mids shows 122% while MM's version is only 65%.
So if PB affects -damage, this means that Controller's Benumb (50% damage debuff) with PB = 50% + 61% = 111% damage debuff?
Defender/Corruptor Power Build Up does, but Benumb's -DMG is not affected by buffs.
Quote:And also, does it mean Power Boost can improve Thermal's Forge? 40% Damage Buff becomes 88.8% Damage Buff for 120s duration?
And improve Temporal Selection's +regen and +recharge? -
Don't forget to turn off Depth of Field in your advanced graphics settings, so that you can actually see the stars!
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Quote:How is a chance for double damage worse than an ordinary damage proc?Wasn't this due to the nerf?
Placate used to actually rehide you back in the day.. or was that only in pvp?
EDIT: Wait so the stalker proc is just a 20% chance the next attack will crit?
That sounds even worse.
A damage proc doesn't scale with enhancements or +DMG buffs, a crit does. And 20% is fairly generous as far as damage proc rates go; though since it's attuned chances are it has a PPM limiter...
Sometimes I think people are expecting "Slot this for godmode" from the ATOs. -
Yeah, Ranged_DeBuff_ToHit is supposed to be -0.1 for a level 50 Praetorian Lt. So the final value should be -30%. However due to a longstanding design flaw some of the newer tables aren't being loaded.
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http://paragonwiki.com/wiki/Knockbac...ockback_Powers
is updated!
Some powers were higher than they should be, some were lower, but all should be correct now. For ones where the kb magnitude increases with level, the number for the top of the level range is shown.
So check your favorite enemy groups and see if you have enough -KB!
And don't forget to check: http://paragonwiki.com/wiki/Purple_Patch
Enemies that are a higher level than you get a boost to KB magnitude (among other things). -
It's mag 10, the script used to generate that list for the wiki page failed to take into account AT modifiers... So ignore what's there for now please.
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Was just about to post a link to that article on KB, you beat me to it.
And Taunt is worth taking just for the -range debuff, to help keep things (purple con bosses I'm looking at you) from running away. -
If he thinks the game is slow paced, he should play a kin as the sole support on a large team
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That's a known bug. Some of the newer pets (mostly ones using the Praetorian classes) don't display correctly due to a... design limitation in how City of Data imports the class data.
I'm working on ripping out and replacing... I mean "correcting" the offending part of the code and database schema.
Any easy way to tell if the entity you're looking at is affected is to change the archetype to "Unspecified". If the numbers don't change, then they're probably wrong. -
I don't think so (it does not placate, and IIRC there was some text in the long description that made that explicit). So really it's just a roundabout chance for extra crit, which isn't much different than the Scrapper special ATO.
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Quote:The -Dmg in Weaken is set to ignore enhancements and buffs.It works with +/- damage powers (including Benumb and Weaken).
It doesn't work with +/- resistance powers (such as the shields in Cold Domination).
So if it used to work, it doesn't anymore. I also checked Issue 20 when it was single target, and that also would not be affected by PB.
The defense portion should be increased with PB active... maybe. Do strength buffs affect other strength (de)buffs? If nothing else, the tohit debuff should increase.
Looks like the Mastermind version of power boost doesn't affect damage buffs anyway. Corruptor Power Build Up does, however Weaken's -DMG won't be. -
Quote:Yes, that's what it does. The Fury inherent checks to see if you have it slotted.Do we have confirmation that the proc justs adds a % to the fury generated by that formula? If the proc is applied before the operations of the fury calculation it could dramatically change the results. It also could be applying a flat fury gain per instance it fires (which seems like the way it SHOULD work). I trust Arcanavilles maths, but I haven't had a chance to actually test any of this.
[min <= num <= max] acts as a clamp that limits a number to those values.
Normal Fury:
[0 <= (Attacks * 0.5) <= 10] * [0 <= ((100 - Fury) / 20)^2 <= 10]
Fury with Brute's Fury Special slotted:
[0 <= (Attacks * 0.55) <= 10] * [0 <= ((100 - Fury) / 20)^2 <= 10]
Fury with Superior Brute's Fury Special slotted:
[0 <= (Attacks * 0.575) <= 10] * [0 <= ((100 - Fury) / 20)^2 <= 10]
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Quote:It currently only boosts the >10% crit rate attacks like Eagle's Claw as if they were 10%. So +2% for the normal version and +4% for the upgraded version.That's what the description suggests it should do, but for mechanical reasons that is not guaranteed to be what it is doing. In particular, I have some question about how its boosting the critical chance of high crit attacks like Eagle's Claw, but I haven't had the time to specifically resolve those questions yet.
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Try going to the zone they're in first. If they're a hero and you're a rogue, that usually happens if they're in a hero zone, say... Founders, and you're in a villain zone like St. Martial.
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Seriously, if crappy webcomics can make a solid income selling junk on cafepress with their stuff on it, with little or no marketing...
I guess what I'm trying to say is: the designs are mostly already made. Just think of how much free money you could be getting by selling them. -
Quote:^^^ This.I believe TonyV has been doing some work on it since their server issues last month.
CoH Faces was based off an ancient copy of a framework called CodeIgniter. Worse yet, it was a modified version of CI, so it can't be simply upgraded, as the site breaks when you wipe out the modifications. Even worse, it uses several deprecated features of PHP, which cause lots of warnings with the latest version, and means it will break entirely in the next major PHP release.
That and we strongly suspect that it was the weak link that the attackers got in through.
Tony's been trying to fix it as he gets time, but it's a massive amount of work that involves going through the entire code base. It's not quite as labor intensive as a full rewrite, but it's close. That and there are other issues that he has to deal with as well that are taking priority at the moment.
There's been some internal discussion that the site may simply be dropped as a result, but no official decision has been made on that yet. At this point I'd say it's a "maybe". If there is someone who wants CoH Faces up and running, is experienced with PHP, and with CodeIgniter in particular, and is willing to invest a serious amount of time in it, contact TonyV with your info.
By experienced I mean some non-trivial PHP knowledge in writing secure code, not just hacking together a script for a home page. We don't want a repeat of what happened with it last time. -
Quote:No. If the necromancy pets were special-cased, then the engine was horribly, horribly broken, and I just don't think it's that bad. The engine represents an entity's state as a block of values, and power effects modify those values. The 'over time' code is generic so that it works for any value the engine knows about, whether it's damage, healing, Endurance, To-hit debuffs, Knockback, etc. Probably even attributes where it doesn't really make sense to do so, but the code is consistent and likely doesn't even know which attribute it's affecting.I consider the Necromancy ghosts a special case since their HoT only applies to themselves, and was quite possibly implemented by very specific bits of code. The necessary changes to the engine required for proper HoTs were probably first deployed for the Lore pets. It was then only a matter of time for that code to be exploited for power sets like Time Manipulation. But even the Lore pet stuff is "new" when put in the context of the game's overall lifespan to date.
The powers system is designed to be generic and to process effects within its design specifications without having to make any actual changes to the code. I'd wager that 95% of the powers changes in this game never touch the source code, and don't even require a recompile of the engine.
Edit: Yum, Korean BBQ. Nom nom nom. -
Quote:But the whole "owning a power" thing is just a more specialized replacement for mode bits which have been used for years. Time Manipulation could have easily been implemented using those, unless there is an engine limitation on the total number of them that can exist.In any case, Zwillinger, the healing-over-time in Temporal Mending works in identical manner to the damage-over-time we've had for years. The part that required new tech was the way it heals you more if you happen to have Temporal Selection on you--as far as I know, it wasn't previously possible for an effect to trigger based on whether or not the target owned a specific power.
In which case, the new tech isn't really new for that power, it's just a workaround for the engine reaching its design limits.
Edit: The oldest use of the "own power" check I can find is Issue 18, when Ouroboros portals were changed to no longer have distinct powers for the hero and villain versions. Mystic Fortune uses it also, but didn't used to (it used a mode). It was also used for the inherent fitness change to prevent you from getting double fitness. So, reasonably new, but probably not done specifically for Beam Rifle / Street Justice / Time Manipulation. -
A quick search revealed that HoTs have existed in the game prior to Time Manipulation. The first is in the [Phase Shift] that the ghosts summoned by a Necromancy Mastermind's Soul Extraction power can use.
The second is [Nano Repair], as used by the Clockwork Lore pets. IIRC it's also used by the praetorian clockwork that the lore pets are based on.
Both are implemented exactly as one would expect them to be, and the same way as the Time Manipulation heal.