Kosmos

Legend
  • Posts

    682
  • Joined

  1. [ QUOTE ]

    [u]57 Months[u]

    Abiding Badge: 50% discount on all tailor sessions: Start out your new characters in style!


    [/ QUOTE ]

    Let's see... 50% of nothing is... hmm.... not so good. Should have added a 2nd costume slot or Capes at L1.
  2. [ QUOTE ]

    It's not really quite clear whether accuracy enhancements need to be slotted in Sleet to increase the effectiveness of the procs. Some people have said Sleet is autohit, but obviously to-hit rolls are being made. But it's also obvious that it hits a lot of the time because of the cloud of -1s rising over the targets.

    From what I've read the proc only fires once every 10 seconds for rains. Does that mean the proc will (almost) always fire on two targets per application (it lasts 15 seconds)? Since it's hitting so many times anyway, is it the case that additional accuracy is superfluous?

    [/ QUOTE ]

    Sleet is an odd power for this. To figure out what it really does would require some testing. I believe the damage/KB roll for ToHit while the -Def/-Res/Slow are all autohit.

    The damage/KB is applied every 0.2s for 15s, and so if the proc is applied with that then it should check on the initial casting if the foe is hit, then again on the 10.2s tick on a hit.

    If the proc fires with the debuff (which makes more sense) it should check only once, as the debuffs appears to be a 45s debuff that is autohit and applied on casting.

    Interestingly, the Slow is applied twice, first a big 40-50% Slow that lasts 45s, then after a 30s delay another smaller (20%) Slow that lasts 30s. So I'd expect a Slow proc to check twice. [Edit:] Actually, the second slow is applied on casting with a delay, so perhaps a Slow proc will only check once.

    It would be interesting to test this in the Arena. I'll have to level my Cold Def to 27 (he's at 26) and pass him an Impeded Swiftness and Achilles' Heel to play with on test.
  3. [ QUOTE ]

    Sleet would be a psuedo-pet. The combat log is a bit picky about which pseudo-pet effects get recorded there and which don't. (I don't have it, but I'd bet Sleet doesn't normally report what targets it debuffs.)


    [/ QUOTE ]

    I think the only thing Sleet reports are ToHit rolls in the Pet Hit Rolls channel.
  4. How could you miss Tornado? Nothing is more annoying than a poorly used Tornado. It not only scatters the spawn you're fighting, but wanders off and brings back another spawn (or two).

    Also, Group Fly/Group Energy Flight.
  5. [ QUOTE ]
    Objective Feedback

    After this week's maintainence it seems that if you are leveling a pacted character without your pactmate logged in and you have leveled since they last logged in then you will not see xps accruing in your xp bar until you change zones.

    This leads to most level ups taking place at the end of a mission as you exit to the street (which means the level up bonus is essentially wasted).

    I'm not sure if this is a bug or the desired behavior however as it doesn't seem that the experience is being lost, just delayed due to the level imbalance in the pact.

    [/ QUOTE ]

    This is not restricted to situations in which the pact mate is not logged in, or in any way on leveling that I can see. I've had it happen with both pact mates in the same mission (a Safeguard in this case) where they started at level 10.38 and stayed there till mission exit, at which point both characters went to level 11.15.
  6. Kosmos

    Issue 13: BUGS

    [ QUOTE ]
    Build Up power not granting full buff

    Server: Virtue
    Zone: Various - non PvP
    Character name: Gas-Soaked Rag Man
    Time: various
    Location: N/A
    Mission: N/A
    Mission Contact: N/A
    Bug Description: My level 46 Fire/WP scrapper is having a problem with Build Up. He is getting only 46.4% damage boost from it, rather than the normal 100%. The To Hit component is unaffected, and he still gets the expected 20%.

    When build Up is triggered, the damage monitor shows his damage bonus going from 3% (from IO set bonuses) to 49.4%.

    He is not (and never has been) in a PvP zone. This happened in a mission, in Peregrine Island, in Orobouros, and in Talos.

    A few people in the channel mentioned that they were experiencing a problem with build Up giving lower than expected damage bonuses, although no one mentioned a bonus as low as 46.4%. Others were seeing between 60% and 82%. I did not gather their AT and level information.

    Link to Forum Discussions: N/A

    [/ QUOTE ]

    For my level 26 Broadsword Scrapper I get a 100% shown in real numbers for the BU buff but the total damage buff as 88.75% (for the record, it's 80.47% in Siren's Call).

    If I use a small Enrage insp first, I get 25% from it plus 100% from Build Up for a total of 113.75% (still 11.25% short). Similarly with Against All Odds. With it giving a 33.1% buff for three foes (It should be 37.5% shouldn't it? So it appears to be missing 11.7% of the buff) plus 100% from Build Up I get a 121.88% total. So BU is only giving 88.75% there too.

    Build Up works correctly on the other Scrappers I tested: Spines (L50 Spines/Reg), Fire Melee (L48 Fire/Fire) and Katana (L40 Kat/DA and L11 Kat/SR).

    Looking at Brutes, Stalkers and Tankers quickly I see the correct numbers for Energy Melee (L50 EM/Inv Brute), Martial Arts (L13 MA/Nin Stalker), Dark Melee (L36 DM/Reg Stalker) and Fire Melee (L50 Stone/Fire) on those ATs.

    I only checked one Blaster, a L50 Fire/En, who received a 100% buff as expected as well.

    [Note:] It just occurred to me that all of the characters whose BU tested as correct are pre-I13 characters. The one with the error was created after I13 launch.
  7. [ QUOTE ]
    should we do an update for this with I13? like a complete overhaul? The patches between I12 and I13 did some fixes, too.

    [/ QUOTE ]

    I think it would be a good idea, if only in the hopes that more activity in the thread will encourage Posi to move the priority for broken IOs from "when hell freezes over" up to "when pigs fly".
  8. The (Shields) OwtS column (AI) hasn't been updated to the latest build on test:
    <ul type="square">[*] The Defense Scales (AI21-23) are using the old +0.1 Scale per teammate to 7. They are also pointing to the wrong cell for the number of teammates (AD$16 instead of $D$15).[*] The Scale 0.5 PF base Def is missing (cell AI31).[*] The Resists are set to Scale 3.0 (S/L) and 2.0 (F/C/E/N/T/P). It should be Scale 4.5 S/L and Scale 3.0 (F/C/E/N/T) and 0 for Psi.[/list]
    Also, the (Stone) Granite column (AU) is missing Stone Skin: cells AU58 and AU59 should have Scale 6.0 Res in them.
  9. [ QUOTE ]

    This may be true for some people who like to dig in and explore a bit, but I wouldn't be surprised in the least if some download it and take what's presented at face value. More dangerous is those same people trying to propagate it as fact.

    [/ QUOTE ]

    You've been reading the Inv thread in the Training Room.

    [Edit for clarity.]
  10. [ QUOTE ]
    Great Spread yummy stuffs Thank You Arcanaville .

    Shields is looking good for PvE. Inv seems to have gotten better.... but what is wrong with WP and Dark Armor? why are they leaps and bounds ahead of the other sets?

    [/ QUOTE ]

    Dark Armor's limit has always been that you're apt to run out of END and not be able to use Dark Regeneration - which is what makes the set look so good in the spreadsheet (despite the absence of active mitigation from OG and CoF). DA running at full power uses about 4 times as much END as Inv (unenhanced END use is 3.09 E/s vs. Inv's 0.76 E/s).

    I'd guess WP stands out because Castle and crew haven't decided what form the nerfs should take. "Don't think of anything [...] clear your minds."
  11. 1) How will the repricing of bases affect you personally?

    We may outfit our secondary bases differently.


    2) Will you dismantle your base to gain the additional prestige from the repricing?

    Not a chance.


    3) How long would this process take you if you were to engage in this practice?

    Rebuilding our main base? Probably 20 hrs or more. No net cost on the secondary bases, as we'd held off on modifications waiting for the I13 changes (which are rather disappointing - pretty much nothing off of our wish list was implemented).


    4) What are the positive and negative concerns regarding repricing?

    Positive: It gives us more options for our secondary bases. Negative: None really, but it is disappointing that we won't get any prestige back from our main base unless we are willing to spend many hours rebuilding a very finely detailed base.


    5) How will this feature affect you long term and short term?

    Very little short term effect. Long term, if PvP ever gets to the point were we get new SG members who want base raids (pretty much all the ones we had have quit) then we will outfit one of the bases specifically for that. And the repricing makes that a more viable option.



    Base Salvage Exchange to Invention Salvage
    1) What is the negative effect on your base for this feature implementation?


    An increase in the cost to use empowerment stations and a short term problem with storage as we have to spend hours to convert salvage.


    2) What is the positive effect on your base for this feature implementation?

    Simplifies salvage transfers between alts. Though as the storage is apt to be overflowing, perhaps none at all.


    3) How long will it take you to adjust to learning this new system?

    Very little. It depends on what happens with the pathing. If we make one of the secondary bases over for PvP that could take some time.


    4) What side effects to this system do you currently see from transitioning the old to new system?

    A drop in the cost of rare arcane salvage. We may eventually remove salvage racks and replace them with enhancement storage since the small capacity of salvage racks make them a less efficient use of limited base storage resources.


    5) What security concerns do you have regarding this change?

    Little. We restrict storage access to trusted individuals.


    [Note: Thanks to Venture for providing a nicely formatted form to respond with.]
  12. [ QUOTE ]
    Anyone had problems with Impervium's +3% psi resist not adding up?

    I have 4 slotted which should give 12% psi resist, but its only giving 9% according to Combat Attributes

    [/ QUOTE ]


    The AT attribute modifier applies, so it's really only 3% on Tankers.
  13. [ QUOTE ]
    Break Free offers 25% resistance to Repel. Escape offers 100% resistance to Repel. I could make Break Frees grant resistance anywhere from 25% to 100%. Where is the acceptable breakpoint?

    25% = 4 BFs needed to obviate the effect.
    33% = 3 BFs needed to obviate the effect.
    50% = 2 BFs needed to obviate the effect.
    100% = 1 BF needef to obviate the effect.

    Once 100% resistance is reached, you can't be Repelled unless the effect is irresistible. This will apply to Force Bubble, Hurricane, and other Repel type powers as well.

    [/ QUOTE ]

    I'd say Small BF = 50%, Medium/Large = 100%.
  14. [ QUOTE ]
    [ QUOTE ]
    TP is not viable as a solo travel power or for combat motion. Suggestions include changing the hover after tp to fly, decreasing activation time, removing the hover when tping to the ground, or allowing people to change how far they’re tping.

    [/ QUOTE ]

    The "Hover" was added to make TP viable as a PVE travel power -- removing it is not really an option. Suppressing the Fly attribute if near ground may be viable, I'll investigate that. Changing how far you can teleport is a UI nightmare, and unlikely to be changeable in a fashion that would meet PVP needs.


    [/ QUOTE ]

    Any chance of getting the coders to put in a "Follow Mode" for Teleport? That is, if in range and in follow mode it TPs you next to your target instead of bringing up the location reticle.
  15. Now if they'll just up the SG roster size to 500, my server crunch problem will be solved.

    Great decisions on the generous number of freebies and server cap.

    Now, how about a "Crazy Posi Weekend" with half-price server transfers to go with this?
  16. [ QUOTE ]
    [ QUOTE ]
    Chance for Build Up (both Gaussian and Decimation) give a 0% buff if it's user is exemplared when it goes off (regardless of relative level to the IO). The buff works properly if it's user is not exemplared.

    [/ QUOTE ]

    I've got Decimation BU slotted in Mental Blast (Psionic) but it hasn't proc'd yet...and I slotted the thing a week ago.

    Any known issues with Force Feedback: Chance for +Recharge?

    [/ QUOTE ]


    The only places that the Decimation proc shows that it is activated are in the "Healing Received" channel and in the Attribute Monitor. There are no visiual or aural clues.


    The FF: +Rech is probably the buggiest IO in the game:

    (1) The buff is Resistable and so Slow Resistance reduces the amount of the buff. This is almost certainly a bug.

    (2) The buff Icon often appears even though you have no buff active. So if you really want to know how this IO is performing for you, use the real numbers and not the icon. This behavior is probably a bug and is almost certainly related to the next point.

    (3) The buff suppresses so that it is not possible to get the buff until 5s after any previous application of it has ended. This may well be working as intended. It may be a kludge to make the IO work reasonably in toggles such as Repel.

    (4) The chance to proc is 100%. This is probably a bug. If it is fixed and #3 above is left in place it will dramatically reduce the value of the proc. So hopefully #3 and #4 will be fixed at the same time.

    (5) The IO doesn't work when exemp'ed as most procs do.
  17. [ QUOTE ]
    Pentangle can you please explain yourself for what i asked in the last part of my post.

    [/ QUOTE ]

    He wrote "[...] at least 71% SO worth of endurance reduction [...]".

    That's 71% of 33.3% EndRed or around 24% EndRed, not 70% EndRed. A bit misleading. Basically what he's saying is that you can get roughly 3.7 slots worth of SO enhancement out of 3 slots using L40+ IOs.
  18. One other thing you might want to note; the cost of crafting some enhancements jumps dramatically at certain levels, so just like checking the cost of the salvage for a level 41 recipe versus that for a 40, if you're trying to scrimp, the extra 100k an L40 recipe may cost might not be worth it. Jumps tend to occur at levels 25, 40 and 50.
  19. [ QUOTE ]

    Any specific numbers or techniques I give will be immediately obsolete, but there is one general thing to know: Every 5 or 10 levels, the needed ingredients on a recipe change. If a level 41 "Impending Doom: Accuracy/damage/DOOM" requires a Hamidon Goo, and the level 39 version requires two Chaos Theorems... buy the 39.

    [/ QUOTE ]

    The ingredients only change twice. There's one set for 25-, another for 26-40 and a third for 41+ (assuming the recipe can be made in all three level ranges).

    [EDIT: Changed 40+ to the correct 41+.)
  20. [ QUOTE ]
    Clearing up some incorrect info about GW's absurdly overpowered hold:

    Soul Storm
    Accuracy: 1.0
    AttackTypes: AOE_Attack, Negative_Energy_Attack
    Area Affected: Targeted AoE
    Range: 80 feet
    Radius: 10 feet
    Recharge: 45 seconds
    Hold Magnitude: 100
    Hold Duration: 22 seconds (vs. level 50 hero) (ignores resistance)
    Damage: 10 ticks of 410 (vs. level 50 hero) Negative Energy per tick over 10 seconds

    [/ QUOTE ]


    Hold Mag100!!! And I thought adding 2 little BFs to GA+Rooted might keep me from being detoggled. LOL.
  21. [ QUOTE ]
    Certain self heal powers are tagged to not allow outside healing buffs. Reconstruction is such a power.

    General Rule:
    If your heal also grants resistance to toxic, it won't benefit from +Heal buffs.

    [/ QUOTE ]

    This raises a lot of questions. The main ones are:

    1) Does it up HP buffs? (If so I assume it doesn't work in Earth's Embrace, Hoarfrost or Overload.)

    2) Does it up +Regen?

    3) Do special Resists such as those in O2 Boost (Disorient, Sleep, END Drain) and Aid Self (Disorient) stop the +Heal too?


    I'm guessing the answer is "no" to all of these.


    If it's "no" to the first two then the only self heals that would be buffed are Siphon Life, Life Drain, Dark Regeneration, Essence Drain, Stygian Circle, Dark Dwarf Drain, Reform Essence, White Dwarf Sublimation, and the healing portions of Dull Pain and Essence Boost. (This list is just a one pass quickie - I may have missed some.)
  22. [ QUOTE ]
    Some days, keeping the encyclopedia of CoH knowledge in my head to feel like I'm not screwing up feels more like work than fun.

    [/ QUOTE ]

    QFT
  23. [ QUOTE ]

    My main point here is that Hurricane is still the most powerful repel power in the game, because of all the additional effects it gets.

    [/ QUOTE ]

    I think classing the new Hurricane as a "repel power" is inappropriate. It is now a DeBuff with some "additional effects".

    [ QUOTE ]
    A slight reduction in the knockback frequency of the power, while simultaneously getting the equivalent of a free 300% in Endurance Reduction enhancements, is hardly what I'd consider a "Massive Hurricane nerf."

    [/ QUOTE ]

    They reduced the KB frequency too? Or are you refering to reducing the Repel frequency to 1/4th and the radius to about 10' as "[a] slight reduction"?

    As for the END, it's a big bonus to me as it frees up a slot to use elsewhere in my slot poor build. I didn't even notice the END reduction during my testing however. This change should save me about 1 END every 4 seconds. Call it enough to run Fire Cages one more time per fight. No wonder I didn't notice. Probably made up for that by getting stunned and KBed more often so that I ran fewer powers.

    [ QUOTE ]
    A massive nerf would be to make it a Repulsion Field clone.

    [/ QUOTE ]

    We differ there, I consider removing 50% or more of a power's effectiveness to be a massive nerf.
  24. [ QUOTE ]
    I'm sitting here scratching my head about what's causing this huge uproar over this change...It still has one of the highest, if not THE highest, to-hit debuffs in the game; it has the only (that I can recall) range debuff in the game. Now the enemies stay in the debuff radius longer, since they're knocked back slightly less. And to top it all off, the endurance cost you spend for all these benefits is now 17% lower than Hover...

    Perhaps I'm just not pessimistic enough, but I really fail to see where all the DOOOOOOM-speak is coming from.

    [/ QUOTE ]


    There is no DOOOOM-speak. It's merely an assessment that this power is far less effective in PvE today than it was yesterday. If all you used it for was debuffing, then you won't notice much difference beyond the 20% enhancement nerf. If you actually used the Repel then the value of that component is largely gone.

    I assume you've picked up the END use by &lt;insert unmentionable process here&gt; and those numbers are accurate. That is a big bonus that I didn't notice while playing and so left out of the assessment.


    Basically the argument seems to be...

    1 -20% ToHit DeBuff is merely temporary.
    2 The Repel really wasn't worth much anyway.
    3 Repel lessened the DeBuff value.
    4 The END cost of Hurricane was a major problem.
    5 The -Rng DeBuff has significant PvE value.


    (1) This is not precisely true, the reduction when fighting lower con foes such a solo Defender is apt to face is not going to be rolled back by I7. Because of mez the 20% reduction in the ToHit DeBuff is going to have far more than a proportional effect on your ability to survive while soloing.

    (2) The Repel effect could be worth more than the -ACC if used well. After all, for my Fire/Storm not much is shooting back anyway so I don't care if their accuracy and range are debuffed, I just want to make sure they stay grouped and anybody I missed gets herded up close for the next Flashfire/Cinders/Thunderclap shot. And preferably close enough that Tornado and Lightning Storm are hitting more than one target at a time.

    (3) The Repel never cancelled the DeBuff unless you moved away from the repelled foe. And even then the debuff effect remained for a substantial time. The KB occasionally would throw someone outside the debuff. The probabilty of that happening is at least as high as before. The reduced Repel radius does make it easier to use Thunderclap and Cinders but, for me at least, does nothing to help keep the debuff on foes. In fact, I got knocked back myself several times by foes closing to melee range and got stunned by a Crey "Pom-Pom" attack.

    (4) It was a minor problem for me. The reduction in END cost will allow me to move a slot off Hurricane when I7 hits. Certainly can't complain about that.

    (5) The -Rng is only useful in PvE if you are herding by debuffing and then moving out of the foes' now reduced range. Very useful if the foes are low rank, you have few purples, or are otherwise feeling up to collecting a bunch of aggro. You can also use Snow Storm to aid kiting with this strategy, but once the -Rng wears off you'd have to duck back into range to renew the debuff. Very few PvE foes have short ranged attacks other than melee. If mobs used powers such as Power Burst, Cosmic Burst or Blaze it would have been worth a lot more. But now they'd have no trouble getting into range for even those point blank attacks. I think a lot of people are confusing their own troubles in dealing with Hurricane's -Rng and what it actually does for you. Maybe others have found a way to use it better than I have in PvE.
  25. [ QUOTE ]
    Ouch... according to Iakona's info, the potential time between aggroing an enemy and actually having the enemy be debuffed has increased by up to three quarters of a second.


    [/ QUOTE ]

    I'm not sure about this, I didn't notice the first shot hitting me any more often than I would have expected. But then I wasn't charging in. Also, I tdon't think the DeBuff aggroes, so the aggro radius of Hurricane has been reduced with the Repel radius, so that they are well within the DeBuff before aggroed.