Known Issues with IOs


AddamsFamily

 

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I have Triumphant Insult - chance to disorient; level 20

It is slotted into my taunt power

I have stood in the middle of groups with taunt on auto and not once have I seen anyone disoriented.

Basically, I don't think it is doing anything at all.

Bugged? Feature? No animation but doing something?

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I also have this proc slotted in taunt. I taunted over 100 times, even level mobs, much lower level mobs and an arena oppenent for a full 10 minutes on auto fire. No animation or combat log evidence of disorient happening and the oppenent also reported 0 disorients and close to 100% taunt accuracy.

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I've got it slotted in my WP tanker's rise to the challenge. It never goes off. I know the RttG is affecting the mobs, but the proc isn't firing (or maybe it doesn't have enough of a magnitude). It doesn't help that stuns/disorients don't show up in the combat log (When hitting folks with energy melee).


 

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I was slotting Transference and noted that any END mod % went away when I placed the last of my set IO. 3 Efficency Adaptor 3 Preformance shifter.
When I started slotting these I noted I had 4 Enhancement catagories.
ACC
END Mod
END
Recharge
When the last Set replaced the last SO END MOD it went to
ACC
END
Recharge

I have not tested to see what the END cost of this power is now. But I have sneaky idea what it might be.


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I have Triumphant Insult - chance to disorient; level 20

It is slotted into my taunt power

I have stood in the middle of groups with taunt on auto and not once have I seen anyone disoriented.

Basically, I don't think it is doing anything at all.

Bugged? Feature? No animation but doing something?

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I also have this proc slotted in taunt. I taunted over 100 times, even level mobs, much lower level mobs and an arena oppenent for a full 10 minutes on auto fire. No animation or combat log evidence of disorient happening and the oppenent also reported 0 disorients and close to 100% taunt accuracy.

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I've got it slotted in my WP tanker's rise to the challenge. It never goes off. I know the RttG is affecting the mobs, but the proc isn't firing (or maybe it doesn't have enough of a magnitude). It doesn't help that stuns/disorients don't show up in the combat log (When hitting folks with energy melee).

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I also slotted Triumphant Insult Chance to Disorient in RTTC as well as in each of my Warmace powers. Went to Hollows and stood among a few large groups of Outcasts...they react to the taunt field but never got stunned. Mace attack stuns still very rare too!

Edit-Should say I didn't notice the stun working...may be working w/o animation...but not likely!


 

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Deflated Ego: Chance for Recovery Debuff is debuffing the summoner when used in Seeker Drones.
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Anyone know if this is doing the same with other Powers?

I slotted - Deflated Ego: Chance for Recovery Debuff & Deflated Ego: To Hit Debuff/Recharge, in both Dark Blast and Gloom on my Dark/Dark Defender this morning, I thought these were some of the New IO's that were working.


BUT, I must've missed the post quoted above - I figured since I use those 2 attacks all the time, that would be a nice place to have the 25% chance to Debuff & the Two +03% accuracy set bonuses would be nice on a lowbie defender.


My combat log shows it as affecting my targets (And to my "delight" at first - it was checking with each tick of Gloom's DoT!)

That would be sweet if the combat log isn't lying to me.
But I'm running out of end Fast, I'm afraid I may have screwed the proverbial pooch on this one, but IDK for sure.

I was running out of end pretty fast before slotting them - and I haven't slotted any End Reduction in those powers yet, And I don't have any other End. Red. powers or Stamina, etc.

I (obviously) went with the Deflated Ego IO's instead of the Recharge Red. & End Red. that I'd normally put there, well - probably put there.

Anyhow, I don't have Hero Stats or whatever to check so I can't really check to see if the Recovery Debuff is effecting me - instead of my targets. (From what I've gathered that would give you the actually numbers- but again I don't have/use it so IDK.


As for the "To Hit Buff/To Hit Debuff" issue... I did notice that after slotting them but figured it was a typo on the description.

That or I was thinking it might be a To Hit Buff for me - that's kinda how it looks, but after reading through this whole thread I'm concerned it might be Buffing the mobs?!


I'm not sure about any of this now, some clarification from a Dev would be nice.

I could at least swap to another alt until after the "new" IO's are all fixed up.

I thought it was just the End Mods - being wonky, and a couple of the other new, kinda of odd effects that were foobard, but now I'm not so sure?

I can still play the Defender, but I'm popping blues like crazy now. Although - I was using quite a few before - so I don't think I'm gonna be able to figure it all out now.


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Just slotted Touch of Lady Grey : Chance for Negative Energy Damage in my Freezing Rain.

I was ... unhappy ... to be the one actually hit by the negative energy damage.

Screen Shot

I hadn't seen the Touch of Lady Grey mentioned as being bugged before, or I wouldn't have slotted the proc yet.

So ... just a heads-up.


 

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Energy Manipulator: Chance to Stun has two problems. One is that the text changes from Chance to Disorient to Chance to Stun. The other problem is that when slotting in Lightning Storm it does not proc in PvP. Tested it last night and after 10 minutes of the Lightning Storm zapping it never stunned my target that was standing there unprotected. When I get a chance I'm going to slot it into Lightning Field and see if it's an AoE issue.

Has anyone else experienced this with Energy Manipulator: Chance to Stun?


 

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Just slotted Touch of Lady Grey : Chance for Negative Energy Damage in my Freezing Rain.

I was ... unhappy ... to be the one actually hit by the negative energy damage.

Screen Shot

I hadn't seen the Touch of Lady Grey mentioned as being bugged before, or I wouldn't have slotted the proc yet.

So ... just a heads-up.

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It's happened to me too, I bugged it and posted it in Technical issues and Bugs


 

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Here's a new one for the list.

Coercive Persuasion: Contagious Confusion is currently causing aggro when it procs on anything that isn't Confused on the first attempt (typically bosses and above, unless you get a "critical" confuse, and specific critters like Night Widows that are resistant to/protected from Confuse effects).

Developers notified, already being fixed (one parameter to change), but I wanted to let anyone who might be using it (other than me... yay for cheap ultra rare IO sets) know about it.


 

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Just slotted Touch of Lady Grey : Chance for Negative Energy Damage in my Freezing Rain.

I was ... unhappy ... to be the one actually hit by the negative energy damage.

Screen Shot

I hadn't seen the Touch of Lady Grey mentioned as being bugged before, or I wouldn't have slotted the proc yet.

So ... just a heads-up.

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Just incidentally, this has also been happening when the proc is slotted in Call Enforcer for MMs. Basically when you summon them the proc hits you. Lousy ingrate minions!

It sounds like the new patch will be fixing this, and should restore functionality to the Perf Shifter proc in folks with Enddrain resistance. What I am unable to determine from the notes is whether the rest of the Perf Shifter set will now work...see above posts on the bugginess when slotted in Stamina.

Anyone know if this will be fixed? Castle's not answering my PM.


68 Level 50s, all made the old-fashioned way.
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Member of the Repeat Offenders

 

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To the guy who posted that the 7.5 Recharge Luck of the Gambler was bugged and working Global instead of the intended power it is slotted in. Why the hell would they make a Defence 7.5 recharge if it just worked on the power it was in.. What powers would need this. Like I would really care if my shields got 7.5 recharge.. It may read wrong but geez its not a bug.


 

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Impeded Swiftness: Chance for Smashing Damage is double-hitting once in a while. Meaning, it can proc twice on a critter for any given check. Saw it happen several times tonight, including once when I hit a spawn of 3 critters (with Glue Arrow) and saw 4 damage numbers.

It's not another proc (this is the only damage proc that can be slotted in Glue), it wasn't an attack, it was this proc.

Already reported to the developers. Enjoy it while it lasts.


 

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Impeded Swiftness: Chance for Smashing Damage is double-hitting once in a while. Meaning, it can proc twice on a critter for any given check. Saw it happen several times tonight, including once when I hit a spawn of 3 critters (with Glue Arrow) and saw 4 damage numbers.

It's not another proc (this is the only damage proc that can be slotted in Glue), it wasn't an attack, it was this proc.

Already reported to the developers. Enjoy it while it lasts.

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Does Glue Arrow do anything in particular that would make it apply 2 Slow effects?

I'm thinking before you go create a huge demand for this proc that the proc itself isn't doing anything different, and that the power has some odd effect that triggers it twice.


 

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Glue Arrow

-Runspeed, -Jumpheight, and -Recharge.

Only the -Runspeed is enhanceable.


 

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The Deflated Ego IO set seems to have a bug, the 'tohit Debuff/Recharge' IO is giving a tohit Buff. I filed a bug report.
Note: the IO is in Darkest Night, an autohit debuff.

Shot 1
Shot 2
Shot 3

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Actually, I believe there is a problem with ALL the To Hit Debuff (and Defense Debuff) recipes that have a THD component.

I have a couple of Defs and Trollers ready to use Deflated Ego and Touch of Lady Grey (As well as a BS Scrapper ready to use Exploited Vulnerability Defense Debuff). And all of the THD elements are showing up as '+ToHitBuff' instead of '+ToHitDebuff' (or so I would think...). I know I bugged the issue when I first saw it.

I've never seen an actual notice that this problem is on the known issues list, but the thing is, I want to use these IO sets! And it is kinda slowing the play on the Characters I have these intended for.

Can something be done about it?

Thanks for the time...


@Travlr (Main) / @Tymers Realm (Test)

Arc 5299: Magic, Mystery, and Mayhem Updated!! 09/15/09

 

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Glue Arrow

-Runspeed, -Jumpheight, and -Recharge.

Only the -Runspeed is enhanceable.

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if you slot it with a Slow SO, does it list Slow Run, Slow Jump and Slow Fly?

That may explain it. It could be rolling the Proc 3 times per target.

Again, though, the Proc isn't technically what's broken, any Slow proc would have the same behavior.


 

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Glue Arrow

-Runspeed, -Jumpheight, and -Recharge.

Only the -Runspeed is enhanceable.

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if you slot it with a Slow SO, does it list Slow Run, Slow Jump and Slow Fly?

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I'll copy over to the test server and try it out. If Run Speed debuffs are actually universal movement speed debuffs, then it will show all three of those. If not, then it should only show Slow Run, because Glue doesn't apply a Jump or Fly speed debuff, it applies -Jump Height and -Fly, both of which are effectively more like status effects and neither of which should affect the speed of the respective movement types.

And on the other hand, while trying out different IOs for my TA/A, I noticed last night that 3-slotted Hurdle (level 50 common IOs) and unslotted Combat Jumping together are insufficient to allow a level 50 character to leap up over the rail of a train station, starting from the ground, but a total of 28% +Movement Speed from IO sets allows one to successfully make it onto the rail and thus skip running up the platform. So Jump Height might be the key, as it does appear to be directly tied to Jump Speed.

Either way, the proc is still the responsible party, as it shouldn't trigger twice at once (potentially three times, if it also checks Fly Speed, but i've only seen double-procs, not triples). Even though it's just Smashing damage, it's still out of line for the basic principle of procs that the developers have outlined (one chance per activation or 10 seconds), and I doubt they're going to go through every power with a Slow effect to make the necessary changes to prevent double-procs.


 

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you don't need to copy to test it. get a slow enhancer, hover it over a slot, see what it tells you it will buff. (I don't have a Trick Arrow character to do this with.)



Edit: bah, let me rewrite the whole rest of this again, I shouldn't try to do math in the morning.

The trouble seems to stem from Glue Arrow rolling the Proc 3 times. If you do that, you have a 9.6% chance of seeing 2 successful procs per attack. There is a .8% (1 in 125) chance of seeing 3. So I don't think you can claim that not seeing 3 proves anything.
In fact, if you're seeing doubles often enough, it probably hints that the double really is 2 out of 3 proc rolls. If it's only doing 2 rolls, you'd see the double a lot less often (only 4% of the time). So it may be worth setting up a test in front of a targetting dummy in the RWZ to see how often it double-hits.

The real question is then whether Glue Arrow rolls 3 times because it does a Slow Run then a DisableFly and a -JumpHeight, or if it rolls 3 times because it does a Slow Run, a Slow Jump and a Slow Fly (so not rolling on the DisableFly or -JumpHeight). If the Slow enhancer doesn't show a Slow Jump or Slow Fly, then this is easy to answer. If the Slow does hit 3 attributes, then we should find a power to test this on that does a Slow Run and a DisableFly but no -JumpHeight or something, and see if that does a double often enough to indicate it's hitting 2-out-of-2 or 2-out-of-3.

But either way, it's the power that's the trouble. The proc is merely doing what procs do, rolling whenever the effect triggers. This is no worse than trying to say "my KB Proc is busted because it never triggers in Repel!" when really it's the nature of Repel that causes the odd behavior. The slow proc is not broken in every power, only in some, so the problem is those powers not the proc.
I guess the question is: which other powers take Slow and end up rolling the Proc more than once? and is that list large enough that they'd fix it if we start abusing this?


 

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I've got Glimpse of the Abyss's damage proc slotted into Cloak of Fear and I have yet to see it do damage, even when standing in a mob of trolls in the holllows (which are perma-feared from CoF). I also have Dark Watcher's Chance for Recharge Slow slotted in, and I'm not sure, but I think it's hitting me with the debuff instead of the enemies...

Edit: Well, I take this back. I was goofing around in Steel Canyon just now and I saw an outcast die from Psi damage from Cloak of Fear. It just took several minutes of standing in the group of them for it to hit. I also saw a message in the log that I slowed their attack rate, and unlike when I last tested this my attack button timers didn't reset. So I feel like an [censored]. >.> It looks like it's working, just suckily.


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Coercive Persuasion: Contagious Confusion can confuse your own pets. We are talking about this on the controller forums but thought it could bear repeating here.


 

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Dampened Spirits:
The ToHitDeBuff/End IO uses Schedule A for both (26.5%) but all the other IOs in the set use Schedule B for ToHitDebuff.

Pacing of the Turtle:
/Rech IO in the set shows "Slow Attack Speed" as its effect when slotted, not Recharge Time.


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Pacing of the Turtle:
/Rech IO in the set shows "Slow Attack Speed" as its effect when slotted, not Recharge Time.

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that happens with every Recharge buff you slot in a power that does a Slow. it does actually buff the recharge and not affect the target's attack speed any more than the power normally does.


 

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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.


 

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Energy Manipulator: Chance to Stun has two problems. One is that the text changes from Chance to Disorient to Chance to Stun. The other problem is that when slotting in Lightning Storm it does not proc in PvP. Tested it last night and after 10 minutes of the Lightning Storm zapping it never stunned my target that was standing there unprotected. When I get a chance I'm going to slot it into Lightning Field and see if it's an AoE issue.

Has anyone else experienced this with Energy Manipulator: Chance to Stun?

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I've just socketed the Energy Manipulator: Chance to Stun in both Havoc Punch & Jacob's Ladder and have yet to see a single stun effect.

Also, oddly, Jacob's Ladder is now doing a wee tiny bit of Negative Energy damage (which is showing up in 'healing delivered' light green in the combat log.)

Screen Shot of the wee tiny Negative Energy Damage.

I was just dealing with a Talon Agent and for a split second he had the stun/disorient visual when Jacob's Ladder did the odd 2 pts of negative energy damage ... but there was no mention of a stun/disorient in the combat log ... the weirdness continues.


 

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Can't slot any Defense Debuff IO sets in Poisonous Ray from dominator Black Scorpion PPP set. The power is classified as a defense debuff power and it says defense debuff enhancements are allowed. I bought and crafted the IOs, and put slots in my Poisonous Ray for them.. gg.


 

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Endurance modification