Diellan_

Super-Powered Mid's Keeper
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  1. 1.959 is released with fixes. I updated the post. It has some problems with the Bio Armor toggles not appearing.
  2. Quote:
    Originally Posted by plainguy View Post
    Diellan,

    All kidding aside why not try a kickstarter http://www.kickstarter.com/ and see where it goes.

    What is the worst that could happen, you don't reach the target and no one looses anything.

    If the Devs over at Mids would rather have written this in something else but need capital to survive while they write it then by all means give it a shot.

    In the end if it works for you and makes it easier for you to work with for future updates and what not its a win win.
    The thought has crossed my mind more than once. But it's not like I would just quit my job in order to build Mids once. Maybe if things go south at my workplace, I'll reconsider it.
  3. Quote:
    Originally Posted by SinisterDirge View Post
    Wait, would the html5 application be usable without a Internet connection? So like suck up in a cabin in middle of nowhere, but can still run mids to plan out some builds... Or lolitswebbasednub. One of these options will make me a sad bear...
    A) It could be done with Offline Storage so that you'd only need web access the first time (and whenever you need to update).

    B) HTML5 apps are easy to wrap inside an actual application using a Web View.
  4. Quote:
    Originally Posted by VoodooCompany View Post
    Am I the only one not getting any info in the enhanced window for Titan Weapons? With a build that was working previously with all the info shown, the new version is now blank for most of the Titan weapons. Other powers in the same build don't seem to have changed.

    I checked out other builds/ATs and don't see the same issue.

    To be kind of helpful, 3 powers do show information: Follow Through and Whirling Smash and Build Momentum
    You are not the only one, and it affects all Assassin's Strikes and Water Jet (everything that uses the Power Override mechanic).
  5. Quote:
    Originally Posted by Reppu View Post
    Diellan! Wild Growth and Wild Bastion's Resistance and Absorb respectively are not enhancing, when they should be.

    Just a heads up.
    That's because Nature Affinity's original form had those flagged as not enhancing. This was fixed already in a patch, but Mids wasn't updated.
  6. Quote:
    Originally Posted by SinisterDirge View Post
    Would that make it one step closer to have on an iPad? I would likely be willing to pay quite a bit for a mids app.
    Sort of. Mono is free for desktops, but the MonoTouch library for mobile devices requires the purchase of a $399 license... and on top of that, we'd need to pay Apple's licensing fee for the right to develop for iOS.

    The more likely option would be the development of an HTML5 application version of Mids, which would require a ridiculously large amount of work - the kind of thing that would require a couple months of full-time development work from yours' truly. And I already have a job, so unless we wanted to run a $25,000 Kickstarter campaign or something, we'll have to stick with the current method of minor iterative improvement.
  7. Quote:
    Originally Posted by Rakeeb View Post
    This is absolutely true. Java != optimized. I use more Java programs than I care to admit in my day job by force and they're abominations as far as smooth usability is concerned.
    The thing I hate most about Java is the built-in UI. It's terrible.
  8. I found the cause of the overflow bug (more accurately a divide by zero error caused by some powers having CancelOnMiss flagged as true by the Devs, even though they have a 100% probability of hitting, like Cremate). I'll have a new version up soon.
  9. Quote:
    Originally Posted by Hercules View Post
    Write it in java.
    Sure. Give me enough money to work on this full time for a month or two, and we can talk.
  10. Quote:
    Originally Posted by Reppu View Post
    Diellan! Wild Growth and Wild Bastion's Resistance and Absorb respectively are not enhancing, when they should be.

    Just a heads up.
  11. Quote:
    Originally Posted by Lazarillo View Post
    So the current version get an overflow error any time I try to mouse over any Widow powers. Once the error occurs, it appears to happen when I mouse-over any powers, regardless of set or AT. I can only fix it by letting the program quit and then re-starting it.

    Anyone else seeing similar?
    Is it the same as this: http://www.cohtitan.com/forum/index....ic,4817.0.html ? Could you send me a copy of your config (it's in the data folder)?
  12. Quote:
    Originally Posted by RevolverMike View Post
    Is there any plans on a mac version? I would love to remove windows from my mac. I currently only have it for MIDS.
    I would love to have Mids on Mac, but it's got a ways to go before that can happen (mostly in terms of optimizing it and redoing a lot of the forms and GUI so that it can be ported from .Net to Mono).
  13. Quote:
    Originally Posted by Swansu View Post
    *Edit: Overwhelming Force Bonuses are wrong
    I'll check them tomorrow.
  14. I like it simply because it gives me a place to get Mids release notes stickied.
  15. Mids’ Hero/Villain Designer 1.960 - July 2012

    New features:
    • Overwhelming Force (for real this time)
    • CancelOnMiss support for Fire Blast and the like (finally!)
    • Water Blast
    • Added beta only powersets: Bio Armor (the three toggle version), Nature Affinity (buffed version) (note that any builds made with these are not guaranteed to work when the real version of the powerset is put on live)
    • Added Absorb effect (note: will add to Totals later)

    Fixes & changes:
    • “Afraid” error when using Vigor Alpha enhancement
    • Removed more random “1”s in recipe/set viewer
    • Fixed crash with set bonus finder
    • Fixed bug with calculating total run speed
    • Fixed overflow bug

    Known issues:
    • Windows Vista and Windows 7 have issues with the updater due to UAC interfering with writing to the Program Files folder. Many of these problems can be resolved by (a) installing as Administrator, (b) running Mids as Administrator, or (c) installing Mids to a location other than the Program Files folder.
    • Diminishing Returns for PvP mode have not yet been added; all buffs currently show their full, unmodified values.
    • The Power Graphs for the current build do not display effects for pseudo-pet powers like Ice Storm. This does not affect the Powerset Comparison, which is now fully aware of pseudo-pets.
    • Power Boost affects some powers that should ignore its buffs, such as Ice Shields.
    • Temporary and Accolade powers are not being affected by buffs such as recharge rate.
    • Some powers are enhanced by HOs that shouldn’t be (like Active Defense’s Res(Def))
    • Staff combos not applying effects properly
  16. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Archery will beat out Plant in terms of enemies defeated per rewards earned every time imo.
    Is that a useful metric? If I can kill ten +0 bosses in the time it takes somebody else to kill one +2 boss, then I'm progressing much faster in the game, even though his +2 boss is worth more rewards.
  17. Quote:
    Originally Posted by Arcanaville View Post
    Well, I'm not planning to stop bugging the devs about blasters until I'm convinced the archetype's set of tools is fair.
    This does make me feel better.

    Quote:
    Of course, I don't promise to continue to do so until everyone is convinced.
    So long as I'm convinced, I don't care about everyone. :P
  18. Quote:
    Originally Posted by Nethergoat View Post
    I don't see this being a legitimate worry.

    To paraphrase Arbiter Hawk in his Q&A thread, if blasters still lag after these changes "the buffs will continue until performance improves."

    It seems he's dedicated to 'fixing' the AT however well these changes end up working.
    This doesn't make me feel better. How much will Blasters need to lag before they get revised? If Blasters get bumped up to second from last in terms of performance, is that it, no more buffs for three years?
  19. Quote:
    Originally Posted by StratoNexus View Post
    While I think the snipe changes fall into the category of "a buff too far" that can cause concern, what makes you feel the sustain changes are so high they are worrisome? What type of changes in the long run are you thinking about?
    It mostly depends upon the numbers. If the numbers on these sustain powers are too high, then the Devs will just be creating more Drain Psyche-esque powers that will prevent them from buffing the rest of the powerset without nerfing the sustain powers. Currently, it reminds me of the first pass on buffing Energy Aura, where they added a heal to Energy Drain because they wanted to make the conservative "single power change", which as we all know didn't work out very well, and they had to revamp the entire powerset. If Energy Aura and Gravity Control were bad off enough to demand revamps, then Blaster Secondaries are certainly in need of full revamps. Castle was willing to do it for Dominators, so it's not as if they haven't done entire AT revamps before.
  20. Quote:
    Originally Posted by StratoNexus View Post
    It is amusing that many blast sets have a power that recharges in 20 seconds, but they mostly deal token damage. I was honestly surprised when Dark's ranged mez had reasonable (if still low for its recharge) damage added.
    They're completely ridiculous with Doublehit, though.
  21. Quote:
    Originally Posted by Garent View Post
    With 5-6 end drain enhancements in it, I can see it happening.
    Totally. -35% with 6 end drain versus +1s is -94.5% endurance. That's basically a full drain, given the -Recovery and mob usage of end (especially since that was back before enemy endurance was adjusted based on mob rank).
  22. Quote:
    Originally Posted by Another_Fan View Post
    It's funny I read that in a quote and thought you were referring to the snipe changes. Which are creating exactly that situation.
    The snipe change, if it is precisely what we have been told and what we think it is, is not something I can get behind. Ditto the Blaster changes. I fear that both of those solutions are band-aid solutions that will only make it more difficult to make needed changes in the long run. I haven't given my big info dump because I'm waiting for I24 beta, so that I can make an informed opinion based on actual numbers, instead of inferred.
  23. Quote:
    Originally Posted by PrincessDarkstar View Post
    But do you think that /Mental stuck out as being the only secondary without a problem? I don't think DP makes any real difference until a build has massive recharge slotting.

    Previously it was an outlier because it was overpowered in the end game, but now it is weak in the levelling game and then overpowered at the end game, and I think that is worse balance than before.
    Quote:
    Originally Posted by Rakeeb View Post
    Very true. I think that's why you're seeing experienced, knowledgeable players (to include yourself, of course) suggesting that it be easier to cast, have a better up-front impact, and a much reduced overall throughput.
    Precisely.

    This is exactly why I want this power adjusted. Edge case poorly balanced powers cause all kinds of issues that make the entire set difficult to adjust, and need to be nerfed.
  24. Quote:
    Originally Posted by PrincessDarkstar View Post
    Thinking about it DP is now the worst power outside of massive IO investment, due to the large downtime, so probably needs changing on that basis more than because it is OP.

    As far as being OP it is only the -regen that I have a problem with, because without large defence slotting a blaster is still going to go down in 2 hits no matter how much regen they have.

    I also assume that before giving other sets +regen they realised that /Mental blasters stuck out like a sore thumb in terms of levelling speed? Which they then attributed to that +regen?
    They also track things like amount of debt gained and such to determine this.