Is Smoke going to get fixed soonish?
Yeah I noticed this too.
smoke grenade always had a tohit roll on it in pve as far back as i can remember. thats why people would throw 2-3 on a group of mobs so it they hit all of them ontop of the broken stacking along time ago
it was like 75% chance to hit and i dont think you could enhance the acc on it.
i remember it missing on pve way back on my fire/dev blaster
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It's suppose to work like this:
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Smoke now has slightly different functionality. In PvE, the power is unchanged and automatically hits foes. In PvP, however, the power requires a To Hit check
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Nope, right now it seems to require To-Hit checks in PvE too. I certainly see misses (plenty of them!)
So, what's the story?
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There was a bug I fixed last week, so it should reach test server Soon(tm). Basically, it would Autohit anything but 'good' aligned critters. Thus, Longbow and various others required Hit checks.
You know, that makes a bunch of sense - I've had a heap of Longbow, Legacy Chain and Wyvern missions lately - and that's when I started noticing all these misses *smiles*
Thanks!
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smoke grenade always had a tohit roll on it in pve as far back as i can remember. thats why people would throw 2-3 on a group of mobs so it they hit all of them ontop of the broken stacking along time ago
it was like 75% chance to hit and i dont think you could enhance the acc on it.
i remember it missing on pve way back on my fire/dev blaster
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Smoke from the Fire Control set acted differently.
It was autohit, but couldn't stack.
Then they changed it for PVP, making it require a tohit roll - but didn't allow you to slot acc enh.
In its current form, it isn't autohit, but you can slot acc. Hopefully when the patch Castle mentions goes live, at least it will work in PVE again.
related to this, other powers are area attacks, not auto-hit, and yet can't slot Accs. For example, Choking Cloud and Drain Psyche. (Corruptor version, can't speak for controller/defender version.)
If Smoke now gets Acc slotting, can we get it for those others?
For example, Choking Cloud and Drain Psyche. (Corruptor version, can't speak for controller/defender version.)
I believe choking cloud functions that way by design. It is an autohit but is only capable of hitting half the foes in the area.
Drain Psyche IIRC is a Dominator power and has no other versions.
My observation on Smoke in PvE is that it reports quite a lot of misses, but the mobs still run the smoke aniumation even if they are missed. Maybe the power has two parts - a PvP part that can miss and a PvE part that always hits. Even though the pvP part has no effect in PvE, it still does a to-hit check and reports misses?
Also, smoke needs to *NOT* suppress stealth.
What has made this useless in the /devices secondary is the fact that:
1) It suppresses stealth, which often results in getting attacked. Even when you don't get attacked, it is a crap shoot to try and figure out when stealth is back in place. It isn't like you get a nice "Hidden" message like stalkers get. Plus, its just plain annoying to have this unnecessary wait.
2) The acc debuff is not noticeable.
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related to this, other powers are area attacks, not auto-hit, and yet can't slot Accs. For example, Choking Cloud
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Choking Cloud is this way by design. Per dev response, accuracy slotting would make it too powerful.
+Tohit Buffs and -Defense Debuffs improve the powers effectiveness though.
It's suppose to work like this:
[ QUOTE ]
Smoke now has slightly different functionality. In PvE, the power is unchanged and automatically hits foes. In PvP, however, the power requires a To Hit check
[/ QUOTE ]
Nope, right now it seems to require To-Hit checks in PvE too. I certainly see misses (plenty of them!)
So, what's the story?