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After a quick bit of research, I found the problem for the mitos: The durations of the Regen Aura power effects were changed to 999999 sec, from the i16 version's 10.25 sec. So it'll still drop when they're held, it'll just take 999999 sec for the previous tick to wear off. Obviously this is not WAI.
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I just figured out the problem for both Reichsman and the mitos. The duration of their power effects were changed between i16 and i17 from 10.25 sec to 999999 sec. Normally when you apply the Dimensional Grounding Ray, the +100% res(all) effects would expire once the 10.25 sec effect ran out, and he'd be left with normal resistances, as the next tick of the Resistance power would not apply the +100% res(all). Same thing with the mitos; the duration of the Regeneration Aura effects were changed to 999999 sec, so they effectively never expire. I'm not sure when this change occurred, but it's certainly an error.
EDIT: Castle says "Turns out, that is only tangentially correct. The actual problem is that the check which is supposed to turn off the attributes in certain circumstances is failing. I'll be fixing this early next week, after first tracking down all the places it's broken." -
Quote:The Mending Mitochondria click powers are Heal Other and Mitosis. Healing Aura, Endocronic Blast, Fly, Regenerative Aura, and Resistance are all auto powers, unaffected by Held status, which is why your tank was still able to be blasted.This can't be correct though. When we did our lgtf and had to quit due to the greens being nigh unkillable (and our team has been doing this for months every night) the greens were quite active and blasting us readily all the time...killing our tank in 6 shots or so.
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Castle, why not just flag the Temporary Powers granted by Mystic Fortune as Deletable? IIRC, that functionality already exists within the current powers system, and would seem to be a decent workaround for the folks who don't want to be stuck with the buff for 20 minutes.
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Quote:I'm actually working on a spreadsheet that would do everything that Mids can do, and more, like calculating the effect of your powers on each enemy in the game, as well as the effects of enemy powers on you, specific to your build. I'm also planning to incorporate the incarnate system, and hopefully this whole massive thing will be ready before Going Rogue goes live. I've already finished most of the work on enemy calculations, so now I just need to work on the player side of things. The data is already in place in the spreadsheet, so all that's left is mostly UI functionality. Obviously it won't be as pretty as Mids, but it should be effective, and not rely on a separate program installation to use it (well, except Excel or OpenOffice, of course).I mean, I know how I'd set up a spreadsheet. Or since it's simple enough you could use an Access database, but the complexity of it would be "$30k contractor" complex.
Or...set up a dual boot with Puppy Linux or similar and install Wine. With the light weight of Puppy you could have a Celeron and run it all.
Borrow a friend's laptop and run it off a portable drive. Install it at work and stay late doofing around.
OK, my spreadsheet. Columns for name, level, attributes and bonus with each set and each enhancement having a collapsable element for those rows [nested collapses.] Also a collapse for set groups [resistance, etc]. When you get a power you want to slot, like CJ, you find out which are applicable.
Holy crap, forget this spreadsheet crap. Emulate or find a PC. -
Green = Healing Generator (heal, +HP, +Regen), Orange = Protective Generator (+Def, +Res), Blue = Temporal Manipulator (unknown, possibly recharge?), Red = Power Generator (status effect bonus, +Damage?, +ToHit?)
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Soul Storm wouldn't be so bad if it was just a Mag 100 Hold. Unfortunately it also does more damage than an AV's Nova, and it isn't affected by the one-shot-prevention code.
A regen scrapper at the HP cap would need about +1771% Regen (non-toggle, so Integration is out), just to survive Soul Storm with 1 HP at the end of the DoT. That amount of regen is impossible unless you have an Empath or Bio Nukes.
If you're an unlucky /Dark or /SR scrapper, and you boost your HP up to 1750 with accolades and inventions, and you somehow manage to get +300% regen through inventions and Health, you'll still need over 2000 HP of healing in a span of under 9 seconds to keep you alive. That requires multiple very attentive healers on your team.
HP-capped Tanks are screwed, too, unless they have outside healing and/or regen buffs and/or Dark Miasma and/or Sonic support and/or Unstoppable active.
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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 -
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Soooo...it can't be slotted in Health (resist: sleep)?
I'd like it confirmed that it will work with Dull Pain, Instant Healing and Fast Healing.
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As I stated previously in this thread, if the power does not allow damage resistance enhancements, then it is affected by heal buffs (such as Doctored Wounds' +4% Heal) and debuffs as normal. -
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I asked Castle about this a while back, and he said "Yeah, I know about that issue. Getting it changed isn't exactly easy, though (despite it being a 1 cel change!)" So, I guess if we complain about it loud enough, the higher-ups will take notice and allow Castle to make this simple and logical change.
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So, if I'm understanding this correctly, it means Reconstruction is immune to heal debuffs, like Poison/Weaken?
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Correct.
Debuffs and buffs of any kind are identical in how they are applied, the difference purely being a case of it being a negative or positive value.
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So... is Reconstruction immune to the -Heal of New Hami?
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Reconstruction is immune to all forms of +Heal and -Heal, but it is still affected by any heal resistance active on the target. New Hami casts a +Res(Heal) and -Regeneration, so Reconstruction is still severely weakened by it. -
All heal powers that do not allow damage resistance enhancement should be allowing +Heal boosts. If any do not, they are likely bugged.
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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.
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To further clarify: These powers are set to ignore all outside strength buffs/debuffs (IgnoreStrength = True), and only pay attention to the strength buffs from enhancements slotted in these powers. If they were not set to ignore strength buffs, all damage buffs on the caster would boost the damage resistance of the power.
The best solution to this is to disallow damage resistance slotting in these powers (while keeping the damage resistance Effect and marking just that Effect as disallowing all strength buffs (AllowStrength = False), which includes enhancements and outside buffs), and then setting the entire power to not ignore outside strength buffs/debuffs (IgnoreStrength = False).
I asked Castle about this a while back, and he said "Yeah, I know about that issue. Getting it changed isn't exactly easy, though (despite it being a 1 cel change!)" So, I guess if we complain about it loud enough, the higher-ups will take notice and allow Castle to make this simple and logical change. -
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My first "official" class in games theory was in 1979, but I was pretty young at the time. I've been studying it as an actual mathematical discipline off and on for approximately twenty-two years.
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Damn I feel young now...Arcana started studying games theory a few years before I was even born. -
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Iakona's beta planner for Excel (he's got one for OpenOffice too) makes this a bit easier.
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I'm not absolutely sure, but this seems to be the same version that was around a few weeks ago, and at least two of the sets in the .xls don't match the in-game descriptions of the sets. Do you know if there's an updated version?
Scrap
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I pulled that directly from his sig yesterday. I assume he's working on one, and it'll likely go up at the same link when complete (at least, I'd simply refresh it if *I* were doing it; I have no idea what he's gonna do).
Kam
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The version in my sig (0.94-beta) is the same version from a few weeks ago, and has several inaccuracies now, due to Castle's changes during the closed beta. I am currently working on a major update (version 0.95-beta), which will be hosted at the same location as the current files. My sig will be updated as soon as the new version goes up, which will hopefully be this week, barring any more unforeseen delays. -
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If people are currently just labelling them as unique on paragonwiki based on nothing but conjecture then I think that isn't a good idea - let's just wait and see what they actually are.
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I'm the one who has been adding the [Unique] tags on ParagonWiki and updating the "hard numbers" section. The +3% defense enhancement was made unique in the latest build to hit the Training Room. -
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One thing I've said for quite a while now is that while its nice and all to be the Numbers Maven, the players of the game would be much better served if there was no need for a Numbers Maven. So much of the game's mechanics are not just non-transparent, but non-intuitive or difficult to explain, that it creates opportunities for people who know the numbers to get more out of the system than people who don't. Not just min-maxers, which is always true to an extent, but even concept builders, who have a tremendous advantage in executing concept builds when they know what everything does and how well, over someone shooting in the dark.
The devs need to understand that when Iakona and I lose, everyone else wins.
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I agree 133.33% (reduced by ED to 100%). -
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Am I the only one that already has a headache from Inventions?
Sounds far too complicated to be fun or exciting to work with at all.
Read the guides and still lost, none of them were particularly helpful but given what we know that's not unexpected.
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I love all these little quirks and complexities in the game mechanics systems. Heck, if the maths in this game weren't so secretive and screwy, there wouldn't be any need for people like Arcana and myself on these forums. -
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Set Bonuses are always active. The special powers from IO Enhancements which grant them are not.
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What about in passive powers? If I slot +20% regeneration in Fast Healing do I get that bonus all the time?
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Passive powers are always on, therefore any enhancements of this type would always give their bonus.
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If I slot +20% regeneration in Dull Pain do I get that bonus only when I click Dull Pain?
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Right. A Set Bonus which gave +Regeneration would *always* be active in Dull Pain, while an Enhancement which grants +Regeneration would only work for a set period of time after Dull Pain was activated.
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Ok thanks. That does clarify what was said earlier about stuff in click powers always being on.
So quick rule of thumb.
Set Bonus' = Always On in clicks / passives
Set Bonus' = Only On in toggles when toggle is on.
Special IO's = Always on in passives
Special IO's = Only On in toggles when toggle is on / Only on in clicks when the power is clicked.
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No, Set Bonuses are Always On in clicks/passives/toggles. -
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an Enhancement which grants +Regeneration would only work for a set period of time after Dull Pain was activated.
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Is this set period of time closer to 10.25 seconds or 5 minutes? -
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Knowledge is power!
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Hmm, perhaps you could pass along that message to the devs, so they can empower us with knowledge about the hard numbers behind the game?
Or maybe they're deliberately keeping the knowledge all to themselves so they don't have to share the power...
/em ponders... -
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Shadow Fall: Can take Resistance and Defense sets.
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Yes, of course, you can slot it's nearly nonexistant defense. You can slot MANY things for IO set bonuses as long as you're willing to gimp the actual power itself.
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Or, y'know, you could slot it for +7.5% Recharge, +7.5% ToHit, and Knockback/up protection (all 3 of these enhancements are found in Defense Sets). But I suppose that would be gimping the actual power itself, eh? -
Set Bonus buffs only apply to the player that slots the enhancements.
The 3 special enhancements in the Pet Sets that provide unique buffs to pets (resistance, defense, etc.) are functionally identical to Supremacy. Each of these three enhancements grants an auto power to the Mastermind; this is a PBAoE buff that is always active and buffs any henchmen in range. -
Slodeine has generously offered to host the spreadsheet on his website at http://home.comcast.net/~ksonnad/classes.xls. Use that link to directly download the file without having to go through all the mess on the free site host I previously listed. If you have trouble with Slodeine's link, the file will still be available at the link I previously listed.