Known Issues with IOs


AddamsFamily

 

Posted

QR

I've looked around, but haven't been able to find anything related to this.

Achilles' Heelefense Debuff is not showing a "hover box" when put above a slot, and also is not applying it's value to the total +Defense Debuff when slotted.

Was respeccing my TA/A last night when I came across this. Tried slotting in Acid Arrow and Oil Slick. The other IOs from the set seem to work as intended.


 

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Achille's Heel: Chance for Resist Debuff is debuffing the summoner when used in Acid Mortar.
Deflated Ego: Chance for Recovery Debuff is debuffing the summoner when used in Seeker Drones.
Dark Watcher's Despair: Chance for Recharge Debuff is debuffing the summoner when used in Seeker Drones.

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and someone mentioned Pacing of the Turtle recharge slow in Clatrops hitting yourself.

anyone know if those are still buggy? or did they get fixed at some point?


 

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having issues with both decimation: chance for build up and gaussian's: chance for build up.

i see them proc in my combat log yet don't recieve the buff. >.>

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If you're exemplared, they give a 0% bonus. At your "normal" level, they operate just fine.

Same with Force Feedback: Chance for Recharge

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anyone have a full list of the procs that cease working when exemplared?

(or are those 3 the full list?)


 

Posted

I'm splitting the list into three sections.
1) Specific IOs that have problems. This will be geared towards "before you buy/craft, you should know..."
2) General problems related to IOs. For example, powers that don't respond to Heal set bonuses, Recharge slotting showing as Slow.
3) Non-functional text errors. "Positrons Blast" vs "Positron's Blast".

This is a draft of just part 1. It lacks formatting.
<ul type="square">
Type - Set - IO - Issue[*] Defense - Luck of the Gambler - Def/Rech - This is *not* the global recharge buff, that's Luck of the Gambler: Increased Recharge Speed. To clear up this confusion, the IOs should be better named. Perhaps LOTG: Global Recharge Buff for the global one?[*] DefenseDebuff - Achilles Heal - DefenseDebuff - Does not apply any buff when slotted. (Other defensedebuffs in that set buff properly.)[*] EndMod - Efficacy Adapter - Chance for Disorient - This IO does not affect player targets, so it is useless in PVP. A little history, this had to get the limit because it was stunning teammates in buff powers. Given the percent of EndMod powers that are buffs, is it worth making an IO that's useless so much of the time? Why not just change the IO effect to something that won't cause trouble in a buff power? Any buff to yourself would be OK, it would work in a power regardless of if it targeted you, teammates, or opponents.[*] EndMod - Performance Shifter - Chance for +End - This affects the target of your power, not you. So in an attack, you'll give End to your opponent. While Castle maintains this is by design, with all due respect, that design is counter-intuitive and counter-productive. All other buff-type special IO effects buff the caster - Sandman chance for heal in a sleep power does not heal the opponent, Devastation does not give Build Up to my opponent, Miracle in a Heal power does not buff the Recovery of someone I heal, Steadfast's global defense does not buff others if I use it in a targeted Shield power, etc, etc. This is also contrary to a set that includes Acc, indicating it *should* have a use in powers that affect an opponent.[*] Fear - Unspeakable Terror - Chance for Disorient - This is indeed a 2% chance as stated. It is unknown if this is intentionally low, or a bug. Whatever the reason, 2% is too weak to be useful and it should be 20%[*] Hold - Essence of Curare - Acc/Hold/Recharge - Half the Acc/Hold/Rech recipes actually craft Acc/Hold IOs. Double-check the descrption before you buy/craft one![*] Immobilize - Debilitative Action - Chance for Disorient - This is indeed a 2% chance as stated. It is unknown if this is intentionally low, or a bug. Whatever the reason, 2% is too weak to be useful and it should be 20%[*] Immobilize - Debilitative Action - Rech/Immob - Actually crafts an End/Immob, buyer beware[*] Immobilize - Trap of the Hunter - Immobilize/Range - Actually crafts an Immobilize/Accuracy, buyer beware[*] Invention - Invention - ToHitDebuff - All these IOs show the ToHitBuff icon, not Debuff[*] Knockback - Force Feedback - Chance for +Recharge - Has a rather weak effect given its duration. It's too brief to affect long-recharge powers, and short-rehcarge powers don't get much benefit shaving off half a second of recharge. A longer duration at a lower level would be a lot more useful.[*] Melee - Pounding Slugfest - Chance for Disorient - This is indeed a 10% chance as stated. It is unknown if this is intentionally low, or a bug. 10% is very weak, it should really be 20% like other Procs (such as Executioner's Contract Chance for Disorient)[*] Melee - Touch of Death - Chance for Damage - This is a 15% chance, which should be stated in the text. It is not clear why this chance is lower than every other damage proc in the game. Some suggest it's a balance for the damage type, but that doesn't hold when you consider other rarer types like Psionic are 20%. It's also been hinted it's a balance for being lower level than Makos, that doesn't hold when compared to other low-level procs.[*] Pet - Edict of the Master - Defense Aura - Has a radius of 40', not 20' as stated in the IO[*] Pet - Edict of the Master - Defense Aura - Visual effect fades after 45 seconds, though the power is still active. (This may be intentional, similar to sound effects fading out over time. If so, the confusion about if the effect remains should still be clarified.)[*] Pet - Sovereign Right - Taunt/Placate Resist - Has a radius of 40', not 20' as stated in the IO[*] Pet - Sovereign Right - Taunt/Placate Resist - This IO is considered very weak. Suggestion: Make it Damage+Resist, similar to things like Gift of the Anchients, since the set as a whole adds up to less than 100% Damage Buff.[*] Resist - Impervius Skin - Status Resistance - Does not apply the full 7.5% resist to all archetypes. It seems to be affected by AT modifiers and status resistance.[*] Stun - Stupefy - Chance for Knock-something - Recipe says Knockdown, IO says KnockBack, it is indeed Knockback. Not only is this an inconsistent recipe name, but in general most Stun effects belong to Control and Melee sets - two sets that would greatly prefer not moving around the enemies they stun.[*] Taunt - Triumphant Insult - Chance for Disorient - This IO does not do anything.[/list]


 

Posted

Confuse - Contagious Confusion - Chance for AoE Confuse - when placed in Arctic Air (possibly any power), the proc can confuse allied entities. This is problematic for players, as they have been attacked by their own pets.


Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
Quote:
Originally Posted by Shubbie View Post
Im very good at taking a problem and making it worse.

 

Posted

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Confuse - Contagious Confusion - Chance for AoE Confuse - when placed in Arctic Air (possibly any power), the proc can confuse allied entities. This is problematic for players, as they have been attacked by their own pets.

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sounds like we're up to a list of 5 things that can proc on yourself.
is this a most systemic problem?
what do those 5 powers have in common?


 

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Confuse - Contagious Confusion - Chance for AoE Confuse - when placed in Arctic Air (possibly any power), the proc can confuse allied entities. This is problematic for players, as they have been attacked by their own pets.

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sounds like we're up to a list of 5 things that can proc on yourself.
is this a most systemic problem?
what do those 5 powers have in common?

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I think it's like Chain Induction. It grants a PBAoE Confuse (Allies) to the target (In all likelihood). Since AA can perma-confuse, the critter thinks your allies are it's allies.


Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
Quote:
Originally Posted by Shubbie View Post
Im very good at taking a problem and making it worse.

 

Posted

I've seen Ice Controllers/Doms killed by their pets, it's quite amusing really (except when I'm in Granite on the KHTF and Jack's Chilling Embrace just happens to affect me, dropping my recharge even more ).


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Has anyone brought up inconsistencies in the crafting cost of some of the set IOs? We've noticed at ParagonWiki that some of the costs are off in the salvage tables for some of the individual IOs at (so far) levels 25 and 40.

For example, in the Aegis set, all of the level 40 IOs cost 209600 inf except for the +Psionic/Status Resistance which costs 104800.

Calibrated Accuracy Acc/Dam/Rech is half the crafting cost of the rest of the set at both levels 25 and 40.

There's a list of level 40 inconsistencies here and I've started collecting some data here.

Now, this may be working as intended, but no obvious pattern has emerged yet, and we can't easily modify the templates we've got set up for the IO articles without finding one.

Anyone know anything more about this?


The Players' Guide to the Cities

 

Posted

Knockback - Kinetic Crash - Knockback/Damage/Accuracy &amp; Knockback/Damage/Endurance will not slot into Brute: Super Strength/Hurl.


All other attacks in SS currently accept both, in addition to Leviathan Mastery: Spirit Shark.

Will test rest of the IO set in SS powers once crafted.


 

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Knockback - Kinetic Crash - Knockback/Damage/Accuracy &amp; Knockback/Damage/Endurance will not slot into Brute: Super Strength/Hurl.


All other attacks in SS currently accept both, in addition to Leviathan Mastery: Spirit Shark.

Will test rest of the IO set in SS powers once crafted.

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does the power say it takes KB sets?


 

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Knockback - Kinetic Crash - Knockback/Damage/Accuracy &amp; Knockback/Damage/Endurance will not slot into Brute: Super Strength/Hurl.


All other attacks in SS currently accept both, in addition to Leviathan Mastery: Spirit Shark.

Will test rest of the IO set in SS powers once crafted.

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does the power say it takes KB sets?

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Well hell.
I sure goofed that one up.

Guess it was bound to happen after taking a break from CoX for a bit.

Allowed Enhancement Set Catagories: Taunt, Ranged Damage.

Bah.
Figures that the one power with the highest kb mag in the set doesnt allow enhancements.

So much for overcoming acrobatics protection. =P


 

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Did they fix the problem with efficiency adapter not correctly buffing end drain powers or whatever it was? It was on the known issues list on the CoH main page, and it's not there anymore after I12, but I couldn't find a patch note mentioning it. I have a lot of sappers that will be quite happy if it works now (I've been avoiding slotting them with said sets until it was fixed).


 

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Efficacy Adapter's Chance for Disorient is not working at all. I have one in Electric Fences (the brute patron power) and was throwing it at mobs of grey-con Banes in Grandville, not one was disoriented. This was confirmed in the combat window (disorients usually show up as Healing Delivered) and confirmed by not seeing any of them get dizzy or stop attacking me.


Speaking of Brute Epics... is there any reason the Brute Patron powers don't slot Taunts? I mean they don't take Taunts at all, normal or sets.

Speaking of EndMod procs... if they can fix the Disorient to not effect other players, they should have fixed the Performance Shifter +End to not affect NPCs, since there's no point to giving End to an NPC. Not that it solves the problem with giving End to PVP opponents. Or the general misdesign of the set. But it's something to consider - if it's truely meant to work that way why didn't they apply the logic to the other Proc?


 

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Efficacy Adapter's Chance for Disorient is not working at all. &lt;snip&gt;

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Efficacy Adaptor doesn't have a proc. I believe you're referring to Energy Manipulator, no?


Quote:
Daemonchilde: ((fluffy thinks he's a tank))
Demon . Hunter: (( I think mine is >.>
Daemonchilde: ((Yours is no longer fluffy, it is Obliteron, destroyer of worlds))

 

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Efficacy Adapter's Chance for Disorient is not working at all. &lt;snip&gt;

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Efficacy Adaptor doesn't have a proc. I believe you're referring to Energy Manipulator, no?

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Right. Good catch.

just... um... making sure someone was paying attention... right... we'll go with that


 

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so I've not forgotten the update to the main list. Just had a bit of a distraction. so...

Issues List Part 2 - General Problems. (Draft, not formatted).
<ul type="square">
Power-related issues[*]Kinetics - Transfusion - does not always benefit from Heal set bonuses, on a per-use basis.[*]Taunt auras - because of the nature of Taunt, the Taunt set Stun proc in an Aura was stunning the player, not the opponents. As a result, all Taunt IOs were blocked from auras. This is a huge loss for one proc. (and in fact a proc that is not even working at all in other powers!) Change the Stun proc to a non-bugged Special effect and restore the Taunt slotting to these powers.[*]Self-Heal powers do not benefit from Heal Set bonuses. For example, Reconstruction, Kuji-in Rin, Healing Flames, Dull Pain. This seems to be related to powers that include a +Res(damage) effect.[*]Numerous powers have Allowed Sets that differ from the Allowed Enhancements lists. Double-check the actual power info before you go shopping! (Note, need a specific list of these.)[*]Pets can slot IO sets from I11, but can no slot sets from I9. For example, Singularity will not slot Hold sets, but will slot KB sets. This is an inconsistency.


Set Bonus issues[*]Knockback Buff set bonuses are on a 2% baseline. That's rather low considering that KB buffing is usually much higher than things like Heal buffing.


General issues[*]Purple IOs are not clear that they can only be slotted by level 50 characters. Either add that to their text, or make them level 53.



Buffing issues - these are *display* issues. IOs will buff a power correctly, but you may see an odd display misleading you as to what's being buffed.[*]Recharge slotting in a power that does -Recharge will show as buffing Slow Recharge. Normally you can never buff that, this does indeed buff the power's Recharge.[*]EndMod slotting is listed twice as Endurance, once for draining, once for recovery. Note this is different than Endurance Discount.[*]ToHitDebuff lists as To Hit, and does so with a positive buff, which can be confusing.[/list]

Probably fixed, but if someone could confirm...
- The problem that level 25 IOs from sets beginning at 25 could not be slotted until level 23. (and same for 35.)
- The glitch trying to replace a slotted IO with another from the same set (where you had to delete the old one first, or be in the right tray slot)


note that the numerous text errors and lack of naming conventions will be Part 3, or may be more of a Market issue than an IO issue.


 

Posted

What about proc IOs in pets/pseudopets not working when you exemp down past 32?

That sounds bigger than most of the stuff you're listing...


Culex's resistance guide

 

Posted

"Self-Heal powers do not benefit from Heal Set bonuses. For example, Reconstruction, Kuji-in Rin, Healing Flames, Dull Pain. This seems to be related to powers that include a +Res(damage) effect."

Yeah - on say Healing Flames - I'd prefer to lose the +Res (toxic -iirc) and be able to use Healing Sets in it . That's if I had to choose between one or the other.

Something that afaik has never been addressed is the Inf Crafting costs on some Recipes - like many of the Level 25's being about 75K vs. something around 25-30k for Level 24's or 26's.

There are some other IO recipes with the same problem, where the IO in question is another level like - 30, 35, 40 - I'm not exactly sure which IO's/Levels off-hand, but I know there are some.


It's unclear whether a number of the End Mod IO's Set are supposed to work in which powers and if so how.

Like Transfusion, and if "Energy Manipulator - Chance for Disorient" is actually working or not, some have said it is - others said no, idk maybe it's on an AT basis?

There was some change about it not effecting PVP targets - so as not to affect other players when used with Speed Boost, but this is just one of the many iffy situations with some combinations of powers &amp; IO Sets.

Twilight Grasp, &amp; Transfusion spring to mind (Kinetics is altogether a bit dubious) anything that has two effects - like a drain &amp; healing, the heal &amp; resist buff (mentioned above), and possibly some others related to the I11 IO's - To hit Debuff, To hit Buff, etc - where their effects aren't always very obvious - and even if the combat logs says there's an effect, it's never been a particularly reliable source of info.

The text for Set Enhancements allowed in powers now has the First letter uncapitalized "knockback" instead of "Knockback" for the first IO type allowed in a power.

This might be a display bug, more than anything?
I know I /bug'ed it in Beta, but it didn't get fixed yet - it might be connected to the powerset type like knockback vs Knockback, or just that whatever is listed in that line there is uncapitalized - not a big deal but, it should be fixed.


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"The U.S. is in no more danger of coming under Sharia law than it is the rules of Fight Club." - Will McAvoy.

 

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What about proc IOs in pets/pseudopets not working when you exemp down past 32?

That sounds bigger than most of the stuff you're listing...

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it's a draft, it's here to get the list of stuff that's missing.

other than that, I'm not going to judge "bigness".


 

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Yeah - on say Healing Flames - I'd prefer to lose the +Res (toxic -iirc) and be able to use Healing Sets in it . That's if I had to choose between one or the other.

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you can use healing sets in it now. it just doesn't gain a buff from a set bonus to healing, either in it or in other powers.


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Something that afaik has never been addressed is the Inf Crafting costs on some Recipes - like many of the Level 25's being about 75K vs. something around 25-30k for Level 24's or 26's.

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are those all sets that cap at 25? it's a part of the design that the absolute highest of a set costs a premium. (Whether that itself is an issue is an interesting question.)
having a specific list would help the discussion, and help on the final list if this is not a design issue.

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Like Transfusion, and if "Energy Manipulator - Chance for Disorient" is actually working or not, some have said it is - others said no, idk maybe it's on an AT basis?

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disorients should be showing up in the Healing Delivered channel. (Which is pretty badly named nowadays.)
I think that if anyone wants to show it working under certain circumstances (like an AT) they should screenshot that channel. Till I see that, I'm trusting my own eyes and the lack of stuns after about 40 shots on a mob of 8 targets.


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... knockback vs Knockback, or just that whatever is listed in that line there is uncapitalized - not a big deal but, it should be fixed.

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yeah, maybe in section 3 (planned as non-functional text issues). though from feedback I've received, this list is usually used as a player resource to know of things before wasting money on a broken IO, I'm thinking the text stuff may be better just as /bug reports, unless Ex Libris asks us to compile them or something like that. I could be wrong.


 

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Something that afaik has never been addressed is the Inf Crafting costs on some Recipes - like many of the Level 25's being about 75K vs. something around 25-30k for Level 24's or 26's.

There are some other IO recipes with the same problem, where the IO in question is another level like - 30, 35, 40 - I'm not exactly sure which IO's/Levels off-hand, but I know there are some.

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I've done some research on this over the last couple of weeks, and here's what I found.

In summary, the following IO recipes are showing the wrong crafting prices:

Resist Damage
* Aegis: +Psionic and Mez Resist 40
* Impervious Skin: +Mez Resist 25
* Impervium Armor: +Psionic Resist 25
* Reactive Armor: Endurance 25
* Steadfast Protection: Knockback Protection 25
* Titanium Coating: Endurance 40

Targeted AoE Damage
* Air Burst: Damage/Range 25
* Air Burst: Damage/Range 40
* Detonation: Damage/Endurance/Range 25
* Detonation: Damage/Endurance/Range 40
* Positron's Blast: Chance for Energy Damage 25
* Positron's Blast: Chance for Energy Damage 40

Confuse
* Befuddling Aura: Acc/Confuse/Rech 25
* Cacophony: Chance for Energy Damage 25
* Malaise's Illusions: Chance for Psionic Damage 25
* Malaise's Illusions: Chance for Psionic Damage 40
* Perplex: Recharge/Confuse 25
* Perplex: Recharge/Confuse 40

Pet Damage
* Blood Mandate: Damage 40
* Brilliant Leadership: Damage 25
* Commanding Prsence: Aura Taunt and Placate resistance for Pets 25
* Edict of the Master: Aura 5% Defense Buff for Pets 25
* Sovereign Right: Aura 10% Resistance (All but Psionic) buff for Pets 40
* Unquestioning Loyalty: Acc/Dam/End 25

Melee Damage
* Bruising Blow: Dam/Rech 25
* Crushing Impact: Dam/End/Rech/ 40
* Kinetic Combat: Chance to knockdown 25
* Mako's Bite: Chance for lethal damage 40
* Pounding Slugfest: Chance to disorient 25
* Smashing Haymaker: Dam/End/Rech 25

Sniper Attacks
* Calibrated Accuracy: Acc/Dam/Rech 25
* Calibrated Accuracy: Acc/Dam/Rech 40
* Executioner's Contract: Disorient Bonus 25
* Executioner's Contract: Disorient Bonus 40
* Exploit Weakness: Acc/Dam 40
* Exploit Weakness: Dam/End 40
* Exploit Weakness: Dam/Range 25
* Exploit Weakness: Dam/Rech 25
* Extreme Measures: Acc/Range/Rech 40
* Sting of the Manticore: Chance for Toxic Damage 40

Sleep
* Call of the Sandman: Chance for Self Heal 25
* Call of the Sandman: Chance for Self Heal 40
* Hibernation: Acc/Sleep/Rech 25
* Induced Coma: Chance for Recharge Slow 25
* Lethargic Repose: Acc/Sleep 25
* Lethargic Repose: Acc/Sleep 40

Running
* Celerity: +Stealth 25
* Celerity: +Stealth 40
* Quickfoot: Run/Endurance 25
* Quickfoot: Run/Endurance 40

PBAoE Damage
* Cleaving Blow: Acc/Rech 25
* Cleaving Blow: Acc/Rech 40
* Multi-strike: Dam/End/Rech 25
* Multi-strike: Dam/End/Rech 40
* Scirocco's Dervish: Chance for lethal damage 25
* Scirocco's Dervish Chance for lethal damage 40

Slow Movement
* Curtail Speed: End/Rech/Slow 25
* Impeded Swiftness: Chance for Smashing Damage 25
* Pacing of the Turtle: Chance for Recharge Slow 25
* Pacing of the Turtle: Chance for Recharge Slow 40
* Tempered Readiness: Acc/Dam/Slow 25
* Tempered Readiness: Acc/Dam/Slow 40

Immobilize
* Debilitative Action: Chance for Stun 25
* Enfeebled Operation: Acc/Immob 25
* Enfeebled Operation: Acc/Immob 40
* Rooting Grasp: Acc/Immob/Rech 25
* Trap of the Hunter: Chance for Lethal damage 25
* Trap of the Hunter: Chance for Lethal damage 40

Ranged Damage
* Devastation: Chance to Hold 40
* Entropic Chaos: Chance to heal 25
* Maelstrom's Fury: Dam/End/Rech 25
* Tempest: Chance for end Drain 25
* Thunderstrike Dam/End/Rech 40
* Volley Fire: Dam/Rech 25

Healing
* Doctored Wounds: Recharge 40
* Harmonized Healing: Endurance 25
* Miracle: +Recovery 25
* Numina's Convalescence: +Recovery and +Regeneration 40
* Regenerative Tissue: +Regeneration 25
* Triage: End/Heal/Rech 25

Holds
* Essence of Curare: Acc/Hold/Rech 25
* Essence of Curare: Acc/Hold/Rech 40
* Ghost Widow's Embrace: Chance for Psionic Damage 25
* Ghost Widow's Embrace: Chance for Psionic Damage 40
* Neuronic Shutdown: Chance for Psionic Damage 25
* Paralytic: Acc/Hold/Rech 25

Flight
* Freebird: +Stealth 25
* Freebird: +Stealth 40
* Soaring: Fly/Endurance 25
* Soaring: Fly/Endurance 40

Defense
* Gift of the Ancients: +7.5% Run Speed 25
* Karma: Knockback Protection 25
* Kismet: +6% Accuracy 25
* Luck of the Gambler: +7.5% Recharge Speed 40
* Red Fortune: Endurance 40
* Serendipity: Endurance 25

Fear
* Glimpse of the Abyss: Chance for Psionic Damage 25
* Glimpse of the Abyss: Chance for Psionic Damage 40
* Horror: Acc/Fear/Rech 25
* Nightmare: Acc/Fear 25
* Nightmare: Acc/Fear 40
* Unspeakable Terror: Chance for Disorient 25

Teleport
* Jaunt: Range/Endurance 25
* Jaunt: Range/Endurance 40
* Time &amp; Space Manipulation: +Stealth 25
* Time &amp; Space Manipulation: +Stealth 40

Stuns
* Razzle Dazzle: Chance for Immobilize 25
* Rope-a-dope: Acc/Stun 25
* Rope-a-dope: Acc/Stun 40
* Stagger: Acc/Stun/Rech 25
* Stupefy: Chance for Knockback 25
* Stupefy Chance for Knockback 40

Leaping
* Springfoot: Jump/Endurance 25
* Springfoot: Jump/Endurance 40
* Unbounded Leap: +Stealth 25
* Unbounded Leap: +Stealth 40


The Players' Guide to the Cities

 

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[*]Taunt auras - because of the nature of Taunt, the Taunt set Stun proc in an Aura was stunning the player, not the opponents. As a result, all Taunt IOs were blocked from auras. This is a huge loss for one proc. (and in fact a proc that is not even working at all in other powers!) Change the Stun proc to a non-bugged Special effect and restore the Taunt slotting to these powers.


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I'm guessing this is why my Perfect Zinger - chance for Psi damage won't go in my Fiery Aura?..*sigh* So this is something that's intended for now( the future), or is a fix on the way? Or is slotting it another power my only option for the near future?
Imo, the Auras are the most logical place for the Taunt IOs in the first place, since you sacrifice Damage for Taunt (for the most part).


 

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It's a permanent fix until we convince the Devs it was a terrible idea.