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Posts
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Joined
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Quote:In game type "/netgraph 1" or "/netgraph 2" and it will pop up a bar graph on the bottom right of the screen with green, yellow or red bars. The higher the bar the worse, yellow and red being progressively worse than green too.I am sorry I don't know what a net graph is and I don't know where to look for them.
To get rid of the bar graph from the screen type "/netgraph 0". -
Quote:When and where did you hear this? Ustream chat perhaps?As for the perma, it will change like the Tier9 from Shield and willpower, unaffected by recharge bonus/buffs so it will always hve a cooldown (well, unless you use afterburner once).
Right now on Beta Light Form accepts both buffs and enhancements to Recharge. If they're changing that then this round of PB buffs will fall far short of the mark. -
I hope they aren't taking this too seriously. When costs are largely irrelevant the choices made tell more regarding what player's are curious about than what they truly value.
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Quote:1.32 E/s actually, as Recovery is a percentage of your Max the 1.1 and 1.2 are multiplied. So adding +END and +Rec makes adding the other as well more valuable.My personal advice: Don't chase Recovery bonuses alone. Get +Max Endurance as well. If you're recovering 1.0%/sec on your base endurance, that's 1 End/sec. If you've got the two +End accolades (+5 End each), that same recovery gets you 1.1 End/sec. Add 20% in set bonuses, and now it's 1.3 End/sec. On top of that, you have more Endurance to spend on attacks.
To the OP...- You aren't running Focused Accuracy by any chance are you?
- Are you using a Targeted AoE attack regularly to get more Ranged damage in PvP?
- Are you leaving a travel power on?
- Search your build for attacks that use a lot of END. Clobber, for example, is a real pig. I use an approximated cycle time for my attacks based either on logs or rough estimates from a theoretical attack chain and use END/est cycle time for each as a quick way to find those that might benefit from, say, having an EndRed instead of a proc. Yeah, adding proc damage can be nice, but it's useless if you can't use those attacks.
- You have at least two places to put a P Shifter +END proc in a WP build. Those help overcome ED cap limits on +Rec sources.
- Per the above suggestion I first responded to: Get the +10% END from Accolades and look into ways to get more +END since on a WP both Stamina and QR will be raising its value.
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Nice, $2 for a full month of CoH with most of the trimmings. Once I get my current connection issues sorted out I'll definitely create a couple of these.
One question... will this work to upgrade a trial account? I assume it will, but clarifying that could be helpful. -
I can't even get it to load in Safe Mode.
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Quote:Sounds like you're having better luck than I am at least. I simply can't get into the game at all. At least not on live servers or the Training Room. I can play on the Beta server all I want.I have now crashed to the log in screen four times since the patch today. Every time it happens I am trying to zone and it has happened twice now just trying to log back into the game. *sigh*
[Edit:] I just managed to get in on a Pinnacle toon. Unfortunately, it's not a toon I want to play, naturally. I picked him because he was parked in the Croatoa Midnighters' Club, which I figured would have the easiest load possible.
[Edit 2:] Just got mapserved trying to get into Talos on Pinnacle. I thought I was going to make it, as it loaded further than usual (about 40%) before kicking me back to the login screen. -
I am unable to log in reliably since this latest patch. I've tried multiple characters on multiple servers (including the Training Room) and various zones but have only managed to make it in game twice in well over 50 tries. And in both of those cases the first time I tried to re-enter a zone after being on an instanced map, I timed out on zoning and was logged out.
My internet tests out as fine, as does my machine. I am also able to log into Beta with no problem (I tried multiple characters with multiple zonings). When on I was able to play with no noticeable performance issues. As far as I know the Beta and TR servers are in the same location and so should share the same network path. So it appears to be the patch.
Is anyone else having issues? -
Quote:I've had this happen a number of times. I think it has to due with a mapserver having the wrong time so that when you zone it tells the client the power won't be recharged till some time well in the future compared to what the mapserver for the last zone you were in thought.Has anyone else had random powers take a LONG time to recharge?
I've had Sands of Mu vet power take 5 minutes or longer to recharge when everything else was fine (so I know it wasn't a debuff) and my wife just had her assassin strike stay dim from the end of one mission and 2-3 fights inside the next mission. It seems to be extremely random but very annoying when it happens.
Just curious if anyone else had noticed this. It started happening after the last patch (along with the buff icon problem in another thread). -
It appears there is a large transparent portion to the Ascension Armor pieces to offset the glowing parts, even if the glowing bits aren't there.
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As of now I almost always skip crash-laden Nukes unless I am using them as set mules. My Fire/En has Inferno for the same reason he has Blazing Bolt - because he had them when he hit 50 in I1. Otherwise I would have ditched both of those long ago. My Cold/Sonic has Dreadful Wail because he also has Heat Loss. Everywhere else I have a crash-laden Nuke it is there only as a set mule.
IMO all the crash-laden Nukes need a major buff of some sort (as do all the Snipes). But instead of getting rid of the crash they should just change it to something easier to live with than flat-lining your blue bar and zeroing your Rec for 15s. Say replace the -1000% Recovery with -50 MaxEND and -100% Recharge for 15s and reduce the END cost to a flat 35 END or so to avoid the do-toggle (the reason I hate crashing Nukes on Defs and Corrs). -
For my friend Sue I just commented out the LaunchCoh subroutine call on the last line of the script, and put the launch function in a shell script wrapper instead. This leaves a shell instance running instead of a perl interpreter instance.
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Here's what I have in addcache.xml:
Code:<?xml version="1.0" encoding="UTF-8"?> <GameAdditions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <Game_Arguments> <CityOfHeroes> <Value Regions="US">-project CoH -launcher -setlocale 1033 -auth 64.25.36.4 </Value> <Value Regions="EU">-project CoH -launcher -setlocale 1033 -auth 64.25.36.4 </Value> </CityOfHeroes> <CityOfHeroesEU> <Value Regions="US">-project euCoH -launcher -setlocale 1033 -auth 64.25.36.4 <Value Languages="de">-project euCoH -launcher -setlocale 1031 -auth 64.25.36.4 </Value><Value Languages="fr">-project euCoH -launcher -setlocale 1036 -auth 64.25.36.4 </Value></Value> <Value Regions="EU">-project euCoH -launcher -setlocale 1033 -auth 64.25.36.4 <Value Languages="de">-project euCoH -launcher -setlocale 1031 -auth 64.25.36.4 </Value><Value Languages="fr">-project euCoH -launcher -setlocale 1036 -auth 64.25.36.4 </Value></Value> </CityOfHeroesEU> </Game_Arguments> </GameAdditions>
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Quote:[Edit:] Never mind, I was 5 minutes late to the party.Tried editing the script per your suggestion, it halts on the unrar command due to the faulty argument.
I've tried adding -v instead, no luck. All that gives me is the same result as with the unmodified script. No verbose readout.
removing the else die statement got me this:
Code:All OK xdelta: usage: xdelta patch patchfile [fromfile [tofile]] md5sum: ~/.wine/drive_c/Program: No such file or directory md5sum: Files/City: No such file or directory md5sum: of: No such file or directory md5sum: Heroes/piggs/player.pigg.patched: No such file or directory Patching file piggs/player.pigg failed.
//cx - guinea pig. -
Quote:It's definitely failing on the unrar command, though why is a mystery. If you go in and edit the command on line 344 of the script to add a 'v' (the 'verbose' flag) after the 'x' in the unrar command there, then post the output of that portion of the script here it might be useful. That makes the comment on 343 and that command look like this (with the change underlined and emboldened):well, it does unrar the patch archive, because it places the new directory with the archive contents into the .patches folder. but it isn't applying the patches. this is odd, since it claims to fail the decompression. i guess it cannot complete the process for some reason, which would then trigger the next step which should be to call xdelta.
mark, the author, can't look at it right now, but if anyone else has the skills and wants to give it a go, by all means. =)
this is where we stand so far. =)Code:# Unpack the patch system("$unrar_program xv $file") || die "Unable to decompress patch $file\n";
What the script does after unpacking the archive is this...- Change to the patch directory
- Parse the XML manifest file
- Check various elements of the XML to see if it makes sense
- Add all those files that didn't exist in the previous version
- Use Xdelta to patch existing files that need to be updated
- Clean up temp files
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I read through my NCSoft Launcher logs. The Launcher itself definitely appears to be using unrar to unpack the patch. Here's an example of what I see there:
2011-08-09 06:55:04.9687 : 20 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2060.201107262317.0.0To2060.2011 08050059.1.0\PatchManifest.xml : () : 0%
2011-08-09 06:55:04.9843 : 20 : Info : Unrar (stderr): CityOfHeroes_Main_2060.201107262317.0.0To2060.2011 08050059.1.0\PatchManifest.xml - use current password ?
2011-08-09 06:55:05.0156 : 20 : Info : Unrar: Extracting CityOfHeroes_Main_2060.201107262317.0.0To2060.2011 08050059.1.0\PatchManifest.xml
2011-08-09 06:55:05.0468 : 20 : Info : Unrar: OK
I can't do anything with this at the moment. Perhaps not till Monday in fact. However, it shouldn't be hard to figure out if the patch archive is the issue. The perl script appears to be leaving the patch file in place when the 'unrar x' command fails. Look for it and if it is still there then try testing the archive with an 'unrar' command from the command line. -
Tex posted in another thread regarding Linux patchers, so you might want to PM him to ask if he can tell you the patch file format.
[Edit:] Note: I'm not running CoH on Linux myself, I'm just trying to help a friend who is with OS/perl support. The script is definitely failing on the 'unrar' command, most likely due to a file format issue, since the file appears to be passing the MD5 checksum prior to that. -
Quote:Running "sh ..." calls a shell interpreter to read the file, which quite naturally doesn't understand perl code and predictably gives a bunch of "not found" (what it thinks are calls for executable commands it can't find) and syntax errors.Right, fiddling with the perl-script since i don't know how to point the ULL to use the internal updater.
I tried running "sh cohlaunch.pl -renderthread 0 -project eucoh" in a terminal, this is what i got :Code:cohlaunch.pl: 16: use: not found cohlaunch.pl: 17: use: not found cohlaunch.pl: 18: use: not found cohlaunch.pl: 19: use: not found cohlaunch.pl: 20: use: not found cohlaunch.pl: 22: my: not found cohlaunch.pl: 23: my: not found cohlaunch.pl: 25: my: not found cohlaunch.pl: 26: my: not found cohlaunch.pl: 27: my: not found cohlaunch.pl: 28: my: not found cohlaunch.pl: 30: my: not found cohlaunch.pl: 32: Syntax error: "(" unexpected
Any ideas?
//cx - who wants his game!
You need to call the perl executable to read the script. Depending on your setup either of these might work...
"./cohlaunch.pl -renderthread 0 -project eucoh"
or
"perl cohlaunch.pl -renderthread 0 -project eucoh" -
Quote:R(type) = Foe's resistance to the type of damage being consideredSo, do you know the math for this? For instance if you are running a high end Cold/DP fender who has thrown out 2 sleets and a heat loss on an AV, he's got 90% -resists going on that AV. If he throws down chem rounded hail of bullets with a 25% -dam, what could he expect for an actual -dam number? Or for his effective resistance? For this example, lets assume the AV has 50% resistance to everything. That would mean the AV is running at -40% resistances when the hail of bullets was fired. That would mean... Gaaaah! my formula is useless... numbers mean nothing now... Algebra is extinct... Calculus is a fraud....
Also... Sweet! I got two ppl calling it a Banker.
RD = Resistance Debuff thrown at foe
DD = Damage Debuff thrown at foe
PP = Purple Patch modifier for your debuffs
DD' = Final damage debuff
DD' = [1 - R(type) + R(type) * RD * PP] * DD * PP
So if the AV is +1 to you, has 50% Res to the type in question, you throw -90% Res at them and then -25% Damage you get this...
DD' = [1 - 0.5 + 0.5 * 0.9 * 0.9] * 0.25 * 0.9
DD' = 20.3625%
In words: Your -90% Res becomes -81% against a +1. The foe's Res then Resists 50% of that, leaving it a -40.5% debuff and their Res at 9.5%. Which lowers the -Dmg that much to 22.625%. Then the Purple Patch scales that down by 10% for their being +1, leaving the 20.3625% -Dmg debuff.
Anyway, my Rad/Psi Def can stack -40% Res easily from EF, Reactive and an Achilles' proc in RI to buff her -75% Dmg from EF and Void. It only last 30s, but for a typical Boss that's around -32% Res and -84% Dmg. -
No, it only does Smashing damage. The Apprentice Charm (Magic) and Taser Dart (Tech) Origin attacks will light Oil Slick. The day job Rune of Purification works (Midnighters' + graveyard), as do the Invention Temps Plasmatic Taser and Stun Grenades. The pets from Backup Radio can also light it. I find it's nice to have two options, as none of those powers hits with any regularity.
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Quote:Most buffs don't stack from the same caster. That includes SoW, OwtS and IH. You can always use the bug with casting in different zones being consider a "different caster" to stack them, but for many that isn't all that useful given their durations.Godmode powers: Things like Unstoppable are pointless to stack. One with Shield or Strength of Will might be interesting. MoG could essentially be 30 seconds long and have a second application of Instant Healing.
Burnout - as currently described - looks like a filler power for those with Hasten+Super Speed and no slots for their L47/L49 powers. I see it mostly as a post-defeat reset button to get things like Domination, Practiced Brawler or Dull Pain back up. -
Trip Mine (and all other Traps powers) can actually be cast while flying, you just have to be near the ground. There are quite a few summons that can't be cast while flying, including Vet Pets. I don't have Auto-Turret from Devices, but I'm told that you can't summon it while flying, which would be rather odd if true.
Stone Armor/Rooted and Stone Armor/Granite not only stop you from flying, they can't be activated unless you're on the ground.
Others that require that you be on the ground...
Earth Control/Stalagmites
Earth Assault/Stone Spears
Luminous Blast/Solar Flare (one of my pet peeves since PB's have inherent flight)
White Dwarf/White Dwarf Flare (not quite as bad, but the inherent TP hover prevents it's use) -
Quote:Maybe, maybe not. Shockwave calculates its chance to hit as a melee attack. However, it's range is enhanceable, and when the devs upped the range of melee attacks they did their best to make sure none of them were enhanceable. Which implies they didn't consider Shockwave a "melee cone". So it's probably best to use these criteria: (A) If an attack's Range can't be enhanced even through backdoor slotting of something such as a Centriole HO -AND- (B) it's typed as a Melee_Attack for tohit calculations then it's a melee attack.When talking about melee cone attacks shouldn't we be talking about Eviscerate not Schockwave from claws?
Really, the only two oddballs I see are Claws/Shockwave and Ice Melee/Frost (which I think has enhanceable Range and is not typed as a Melee_Attack despite a 10' range). -
If I were going to make changes to the presumed powers and their effects for Dark Manip it would be these:
- Penumbral Grasp should be primarily a -Dmg/-Regen power rather than an Immob. That does away with the Immob overkill of the natural Dark/Dark combo, makes it unique, and still has the same extra value of the ST Immobs in AV fights. Alternatively, it should have normal END cost and Immob that is of side effect duration like MG so that it is more useful in an ST attack chain and doesn't lose as much of its value to the Immob overkill in Dark/Dark.
- Death Shroud should be renamed something such as "Dark Shroud" and made analogous to Lightning Field with a 20' radius and small side effect (say -2.625% to -5.25% ToHit).
- Shadow Maul should be replaced with Cloak of Darkness.
- Dark Pit should be moved up two spots with Touch of Fear and Dark Consumption sliding down one each. Dark Pit isn't great, but it's unique and so I think the sooner it is available the better.