Known Issues with IOs


AddamsFamily

 

Posted

[ QUOTE ]

Sleet would be a psuedo-pet. The combat log is a bit picky about which pseudo-pet effects get recorded there and which don't. (I don't have it, but I'd bet Sleet doesn't normally report what targets it debuffs.)


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I think the only thing Sleet reports are ToHit rolls in the Pet Hit Rolls channel.


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

[ QUOTE ]
Sleet would be a psuedo-pet. The combat log is a bit picky about which pseudo-pet effects get recorded there and which don't. (I don't have it, but I'd bet Sleet doesn't normally report what targets it debuffs.)
Usually I'd suggest looking for the -Res orange triangles, but Sleet is putting those up anyways. hmm... how about testing it in PVP? Have a friend watch their Real Numbers, and see if they ever get a 2nd debuff after a few applications of Sleet.

[/ QUOTE ]

Thanks, that was what I was missing. I turned on the Pet To Hit Rolls and the Pet Healing Delivered (weirdly, this is what reports the debuff) in the combat log and the proc triggered twice on a group of 5 Tsoo.

It's not really quite clear whether accuracy enhancements need to be slotted in Sleet to increase the effectiveness of the procs. Some people have said Sleet is autohit, but obviously to-hit rolls are being made. But it's also obvious that it hits a lot of the time because of the cloud of -1s rising over the targets.

From what I've read the proc only fires once every 10 seconds for rains. Does that mean the proc will (almost) always fire on two targets per application (it lasts 15 seconds)? Since it's hitting so many times anyway, is it the case that additional accuracy is superfluous?


 

Posted

[ QUOTE ]

It's not really quite clear whether accuracy enhancements need to be slotted in Sleet to increase the effectiveness of the procs. Some people have said Sleet is autohit, but obviously to-hit rolls are being made. But it's also obvious that it hits a lot of the time because of the cloud of -1s rising over the targets.

From what I've read the proc only fires once every 10 seconds for rains. Does that mean the proc will (almost) always fire on two targets per application (it lasts 15 seconds)? Since it's hitting so many times anyway, is it the case that additional accuracy is superfluous?

[/ QUOTE ]

Sleet is an odd power for this. To figure out what it really does would require some testing. I believe the damage/KB roll for ToHit while the -Def/-Res/Slow are all autohit.

The damage/KB is applied every 0.2s for 15s, and so if the proc is applied with that then it should check on the initial casting if the foe is hit, then again on the 10.2s tick on a hit.

If the proc fires with the debuff (which makes more sense) it should check only once, as the debuffs appears to be a 45s debuff that is autohit and applied on casting.

Interestingly, the Slow is applied twice, first a big 40-50% Slow that lasts 45s, then after a 30s delay another smaller (20%) Slow that lasts 30s. So I'd expect a Slow proc to check twice. [Edit:] Actually, the second slow is applied on casting with a delay, so perhaps a Slow proc will only check once.

It would be interesting to test this in the Arena. I'll have to level my Cold Def to 27 (he's at 26) and pass him an Impeded Swiftness and Achilles' Heel to play with on test.


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

I've tested this a number of times and it seems to go like this:

* Jump into a mob of level 20 Freakshow in Talos (I'm level 27).
* Activate Snowstorm.
* Activate Sleet.
* The sleet begins hitting the targets.
* The proc tests each target to see if it is debuffed.
* The sleet continues to pelt the targets.
* After ten seconds each target is checked again to see if the proc fires.
* The sleet pelts targets for five more seconds.

From this I can't really tell what the firing of the proc is linked to. It doesn't happen first (because regular to-hit rolls come before it), and when it does happen all the proc firings are lumped together, and not interspersed among the to-hit rolls. It would seem that Sleet's automatic debuff would be applied first, so the proc firing doesn't seem to be linked to that.

That would imply that the proc firing is independent of both the to-hit and the debuff, but that's pure speculation because the log seems to be incomplete: only a small portion of the Sleet to-hit rolls are logged.

If I had designed this I would only log the misses because there would be so many successes that the log would be totally flooded. Yet there are some successes listed when Sleet is first used. The code must do some optimization in output to cut down on the sheer volume of data but still let you know the power is doing something.

In any case, the proc seems to be giving me the effect I would expect. Whether the actual debuff numbers are right is another question. If you want some assistance in the Arena trying to determine what those numbers are let me know. My Cold Defender is on Champion.

Here are two typical logs:

You slow the attack and movement speed of all foes near Chief Smasher with your Snow Storm.
You slow the attack and movement speed of all foes near Mad Freak Slammer with your Snow Storm.
You slow the attack and movement speed of all foes near Freak Gunner with your Snow Storm.
You slow the attack and movement speed of all foes near Stunner Chief with your Snow Storm.
You slow the attack and movement speed of all foes near Slasher with your Snow Storm.
Slasher MISSES! Bow power had a 5.75%% chance to hit, but rolled a 9.26.
Chief Smasher MISSES! Sawblade power had a 5.75%% chance to hit, but rolled a 94.17.
Stunner Chief MISSES! Charged Bolts power had a 5.75%% chance to hit, but rolled a 85.49.
Freak Gunner MISSES! Submachine Gun power had a 5.00%% chance to hit, but rolled a 53.19.
Mad Freak Slammer MISSES! Heavy Revolver power had a 5.00%% chance to hit, but rolled a 43.83.
Chief Smasher MISSES! Cybernetic Hammer power had a 5.75%% chance to hit, but rolled a 63.38.
Slasher MISSES! Hack power had a 5.75%% chance to hit, but rolled a 73.68.
Stunner Chief HITS you! Shock Punch power had a 5.75%% chance to hit and rolled a 4.57.
Stunner Chief hits you for 9.67 points of smashing damage!
Stunner Chief hits you for 9.67 points of energy damage!
Slasher MISSES! Whirling Sword power had a 5.75%% chance to hit, but rolled a 73.32.
Stunner Chief MISSES! Tesla Cage power had a 5.75%% chance to hit, but rolled a 22.52.
You activated the Sleet power.
HIT Cold Comfort! Your Sleet power is autohit.
Cold Comfort HITS you! Sleet power was autohit.
You call forth Sleet!
Sleet: MISSED Chief Smasher!! Your Sleet power had a 95.00%% chance to hit, you rolled a 97.87.
Sleet: HIT Mad Freak Slammer! Your Sleet power was forced to hit by streakbreaker.
Sleet: HIT Freak Gunner! Your Sleet power had a 95.00%% chance to hit, you rolled a 59.87.
Sleet: HIT Stunner Chief! Your Sleet power had a 95.00%% chance to hit, you rolled a 81.22.
Sleet: HIT Slasher! Your Sleet power had a 95.00%% chance to hit, you rolled a 64.95.
Sleet: You reduce your targets damage resistance temporarily
Slasher MISSES! Slash power had a 5.75%% chance to hit, but rolled a 93.50.
Sleet: MISSED Stunner Chief!! Your Sleet power had a 95.00%% chance to hit, you rolled a 95.92.
Sleet: MISSED Mad Freak Slammer!! Your Sleet power had a 95.00%% chance to hit, you rolled a 97.59.
Sleet: MISSED Stunner Chief!! Your Sleet power had a 95.00%% chance to hit, you rolled a 95.46.
Sleet: MISSED Stunner Chief!! Your Sleet power had a 95.00%% chance to hit, you rolled a 99.49.
Sleet: MISSED Mad Freak Slammer!! Your Sleet power had a 95.00%% chance to hit, you rolled a 99.22.
Sleet: MISSED Slasher!! Your Sleet power had a 95.00%% chance to hit, you rolled a 95.60.
Sleet: MISSED Freak Gunner!! Your Sleet power had a 95.00%% chance to hit, you rolled a 95.95.
Sleet: MISSED Slasher!! Your Sleet power had a 95.00%% chance to hit, you rolled a 99.71.
Sleet: MISSED Chief Smasher!! Your Sleet power had a 95.00%% chance to hit, you rolled a 95.24.
Slasher MISSES! Parry power had a 5.75%% chance to hit, but rolled a 67.01.
Sleet: MISSED Chief Smasher!! Your Sleet power had a 95.00%% chance to hit, you rolled a 98.28.
Sleet: MISSED Slasher!! Your Sleet power had a 95.00%% chance to hit, you rolled a 99.23.
Sleet: MISSED Slasher!! Your Sleet power had a 95.00%% chance to hit, you rolled a 96.74.
Sleet: MISSED Chief Smasher!! Your Sleet power had a 95.00%% chance to hit, you rolled a 96.83.
Sleet: MISSED Mad Freak Slammer!! Your Sleet power had a 95.00%% chance to hit, you rolled a 99.40.
Sleet: MISSED Stunner Chief!! Your Sleet power had a 95.00%% chance to hit, you rolled a 99.54.
Freak Gunner MISSES! Submachine Gun power had a 5.00%% chance to hit, but rolled a 70.54.
Sleet: MISSED Stunner Chief!! Your Sleet power had a 95.00%% chance to hit, you rolled a 97.79.
Sleet: You reduce your targets damage resistance temporarily
Sleet: You reduce your targets damage resistance temporarily
Sleet: You reduce your targets damage resistance temporarily
Sleet: MISSED Stunner Chief!! Your Sleet power had a 95.00%% chance to hit, you rolled a 95.78.
Sleet: MISSED Stunner Chief!! Your Sleet power had a 95.00%% chance to hit, you rolled a 96.50.
Sleet: MISSED Freak Gunner!! Your Sleet power had a 95.00%% chance to hit, you rolled a 99.29.
Mad Freak Slammer MISSES! Heavy Revolver power had a 5.00%% chance to hit, but rolled a 73.35.
Slasher MISSES! Hack power had a 5.75%% chance to hit, but rolled a 90.88.
Chief Smasher MISSES! Cybernetic Hammer power had a 5.75%% chance to hit, but rolled a 20.52.
Sleet: MISSED Slasher!! Your Sleet power had a 95.00%% chance to hit, you rolled a 95.15.
Stunner Chief MISSES! Charged Bolts power had a 5.75%% chance to hit, but rolled a 70.71.
Sleet: MISSED Slasher!! Your Sleet power had a 95.00%% chance to hit, you rolled a 97.11.
Sleet: MISSED Stunner Chief!! Your Sleet power had a 95.00%% chance to hit, you rolled a 99.59.
Mad Freak Slammer MISSES! Sledgehammer power had a 5.00%% chance to hit, but rolled a 87.71.
Shutting off Snow Storm.


You slow the attack and movement speed of all foes near Warrior Bruiser with your Snow Storm.
You slow the attack and movement speed of all foes near Freak Chopper with your Snow Storm.
You slow the attack and movement speed of all foes near Freak Slammer with your Snow Storm.
You slow the attack and movement speed of all foes near Freak Gunner with your Snow Storm.
You slow the attack and movement speed of all foes near Freak Slammer with your Snow Storm.
You slow the attack and movement speed of all foes near Freak Buckshot with your Snow Storm.
You slow the attack and movement speed of all foes near Hewer with your Snow Storm.
You slow the attack and movement speed of all foes near Juicer Chief with your Snow Storm.
Juicer Chief MISSES! Shock Punch power had a 5.75%% chance to hit, but rolled a 66.00.
Hewer MISSES! Pendulum power had a 5.75%% chance to hit, but rolled a 23.49.
Freak Buckshot MISSES! Shotgun power had a 5.00%% chance to hit, but rolled a 99.28.
Freak Slammer MISSES! Heavy Revolver power had a 5.00%% chance to hit, but rolled a 70.26.
Freak Chopper MISSES! Fireman Axe power had a 5.00%% chance to hit, but rolled a 82.92.
Warrior Bruiser MISSES! Brawl power had a 5.00%% chance to hit, but rolled a 56.18.
Freak Slammer MISSES! Sledgehammer power had a 5.00%% chance to hit, but rolled a 88.57.
Freak Gunner MISSES! Submachine Gun power had a 5.00%% chance to hit, but rolled a 20.32.
You activated the Sleet power.
HIT Cold Comfort! Your Sleet power is autohit.
Cold Comfort HITS you! Sleet power was autohit.
Warrior Bruiser MISSES! Boxing power had a 5.00%% chance to hit, but rolled a 93.79.
You call forth Sleet!
Sleet: MISSED Warrior Bruiser!! Your Sleet power had a 95.00%% chance to hit, you rolled a 96.66.
Sleet: HIT Freak Chopper! Your Sleet power was forced to hit by streakbreaker.
Sleet: HIT Freak Slammer! Your Sleet power had a 95.00%% chance to hit, you rolled a 12.28.
Sleet: HIT Freak Slammer! Your Sleet power had a 95.00%% chance to hit, you rolled a 86.57.
Sleet: HIT Freak Buckshot! Your Sleet power had a 95.00%% chance to hit, you rolled a 46.34.
Sleet: HIT Hewer! Your Sleet power had a 95.00%% chance to hit, you rolled a 44.06.
Sleet: HIT Juicer Chief! Your Sleet power had a 95.00%% chance to hit, you rolled a 94.96.
Sleet: You reduce your targets damage resistance temporarily
Sleet: You reduce your targets damage resistance temporarily
Sleet: MISSED Freak Chopper!! Your Sleet power had a 95.00%% chance to hit, you rolled a 97.44.
Sleet: MISSED Juicer Chief!! Your Sleet power had a 95.00%% chance to hit, you rolled a 97.76.
Sleet: MISSED Freak Buckshot!! Your Sleet power had a 95.00%% chance to hit, you rolled a 97.10.
Hewer MISSES! Gash power had a 5.75%% chance to hit, but rolled a 33.93.
Sleet: MISSED Warrior Bruiser!! Your Sleet power had a 95.00%% chance to hit, you rolled a 97.68.
Sleet: MISSED Freak Buckshot!! Your Sleet power had a 95.00%% chance to hit, you rolled a 96.46.
Sleet: MISSED Freak Buckshot!! Your Sleet power had a 95.00%% chance to hit, you rolled a 95.39.
Sleet: MISSED Freak Chopper!! Your Sleet power had a 95.00%% chance to hit, you rolled a 99.28.
Sleet: MISSED Hewer!! Your Sleet power had a 95.00%% chance to hit, you rolled a 95.73.
Sleet: MISSED Freak Slammer!! Your Sleet power had a 95.00%% chance to hit, you rolled a 98.16.
Sleet: MISSED Freak Slammer!! Your Sleet power had a 95.00%% chance to hit, you rolled a 97.19.
Sleet: MISSED Freak Chopper!! Your Sleet power had a 95.00%% chance to hit, you rolled a 97.34.
Sleet: MISSED Freak Slammer!! Your Sleet power had a 95.00%% chance to hit, you rolled a 98.08.
Sleet: MISSED Freak Slammer!! Your Sleet power had a 95.00%% chance to hit, you rolled a 98.78.
Sleet: MISSED Juicer Chief!! Your Sleet power had a 95.00%% chance to hit, you rolled a 97.49.
Hewer MISSES! Chop power had a 5.75%% chance to hit, but rolled a 39.76.
Sleet: MISSED Freak Slammer!! Your Sleet power had a 95.00%% chance to hit, you rolled a 95.89.
Sleet: MISSED Freak Buckshot!! Your Sleet power had a 95.00%% chance to hit, you rolled a 95.54.
Sleet: MISSED Warrior Bruiser!! Your Sleet power had a 95.00%% chance to hit, you rolled a 97.60.
Sleet: MISSED Freak Slammer!! Your Sleet power had a 95.00%% chance to hit, you rolled a 98.58.
Sleet: MISSED Juicer Chief!! Your Sleet power had a 95.00%% chance to hit, you rolled a 99.44.
Sleet: MISSED Freak Slammer!! Your Sleet power had a 95.00%% chance to hit, you rolled a 99.94.
Juicer Chief MISSES! Shock Punch power had a 5.75%% chance to hit, but rolled a 92.01.
Sleet: MISSED Freak Slammer!! Your Sleet power had a 95.00%% chance to hit, you rolled a 99.70.
Sleet: You reduce your targets damage resistance temporarily
Sleet: You reduce your targets damage resistance temporarily
Sleet: MISSED Juicer Chief!! Your Sleet power had a 95.00%% chance to hit, you rolled a 98.47.
Sleet: MISSED Freak Slammer!! Your Sleet power had a 95.00%% chance to hit, you rolled a 96.98.
Sleet: MISSED Freak Chopper!! Your Sleet power had a 95.00%% chance to hit, you rolled a 95.14.
Sleet: MISSED Freak Slammer!! Your Sleet power had a 95.00%% chance to hit, you rolled a 98.68.
Sleet: MISSED Warrior Bruiser!! Your Sleet power had a 95.00%% chance to hit, you rolled a 96.51.
Sleet: MISSED Freak Slammer!! Your Sleet power had a 95.00%% chance to hit, you rolled a 96.58.
Sleet: MISSED Freak Buckshot!! Your Sleet power had a 95.00%% chance to hit, you rolled a 95.97.
Sleet: MISSED Warrior Bruiser!! Your Sleet power had a 95.00%% chance to hit, you rolled a 97.10.
Sleet: MISSED Freak Buckshot!! Your Sleet power had a 95.00%% chance to hit, you rolled a 96.04.
Freak Gunner MISSES! Submachine Gun power had a 5.00%% chance to hit, but rolled a 9.78.
Hewer MISSES! Beheader power had a 5.75%% chance to hit, but rolled a 13.16.
Freak Chopper MISSES! Heavy Revolver power had a 5.00%% chance to hit, but rolled a 21.64.
Freak Slammer MISSES! Heavy Revolver power had a 5.00%% chance to hit, but rolled a 85.51.
Juicer Chief MISSES! Ball Lightning power had a 5.75%% chance to hit, but rolled a 75.99.
Freak Buckshot MISSES! Shotgun power had a 5.00%% chance to hit, but rolled a 78.00.
Shutting off Snow Storm.


 

Posted

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I have a Gaussian's Synchronized Fire-Control PROC in Invincibility on my Tanker. I monitor all of the channels with various tabs, but I've never seen in fire off. Finally I sat in my base with Invincibility on for about 2 hours while I surfed the net. I then went back through the chat tabs. Nothing.

Does it actually work? If so, is it just that it doesn't PROC in Invincibility unless there's a target in range?


 

Posted

[ QUOTE ]
<QR>

I have a Gaussian's Synchronized Fire-Control PROC in Invincibility on my Tanker. I monitor all of the channels with various tabs, but I've never seen in fire off. Finally I sat in my base with Invincibility on for about 2 hours while I surfed the net. I then went back through the chat tabs. Nothing.

Does it actually work? If so, is it just that it doesn't PROC in Invincibility unless there's a target in range?

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Does Invincibility do anything all by itself? It needs a target in range to give you an effect, right?

Try sitting in the RWZ base by the targeting dummies and seeing if it shows up on the channel.


On the up-sides, if it's not actually firing without a target, it won't end up rolling the proc and suppressing a second or two before you dive into combat. If you're in the neutral state (no suppression in effect) it would immediately roll upon you engaging a new group. That might eek out a little better buff result.

Which brings up a question: like the +Rech proc, have we ever really established how a suppressable-yet-AOE proc rolls? Does it roll for every opponent triggereing it and then suppress, or suppress after the first opponent triggers a roll?
THAT should be testable in the RWZ, too, if you can get 2 or more dummies in range and note the proc frequency.


 

Posted

I've tested just that. Invincibility by itself will never fire the Gaussian proc, but if you try with enemies in range it'll act as expected - some low level Outcasts in this case, poor guys.

I haven't tested scalability however, i.e., if it fires more often with more enemies in range, or how the suppression works. But the no-mobs/some-mobs thing, yup, just like that.


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Posted

Sure enough.

I just tested this while standing in group of Clockwork in Kings Row. It does indeed fire, but only while enemies are within range.

Now I wonder if I wouldn't get more mileage out of it by putting it into Focused Accuracy. Since it's bugged and doesn't work while I'm exempted anyway.


 

Posted

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Now I wonder if I wouldn't get more mileage out of it by putting it into Focused Accuracy. Since it's bugged and doesn't work while I'm exempted anyway.

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That's what I was saying above about timing.

If you put it in FA, it's checking every 10th second from the time you turn on FA.
If you put it in Invinc, it's checking every 10th second from the time you get your first check, so from the time you enter combat.

Let me illustrate the difference. It's 0 seconds on the counter, and FA checks. You're not in combat yet, so the build up goes off and starts its own timer counting down. Next FA check will be at the 10 second mark.
Now if you're out of combat for the whole 10 seconds, it's irrelevant either way.
But say you entered combat at the 2 second mark.
In the FA slotting, your Build Up has been running for 2 seconds already - that's probably one attack activation less that you'll get a benefit.
Slotted in Invincibility, however, the proc doesn't make it's first check until that T+2seconds when you enter combat. Giving you the full benefit of the 5 seconds of buff.
Yes, the 2nd check in invincibility will be at 12 seconds from time-0, so from there on it's the same for both powers. But the gain is in those situations where you first enter combat having just missed the build up effect.

Is it major? Well... 2 seconds is 40% of the build up duration. A 40% hit to effectiveness is pretty big.

(Note, I do realize it's probably supposed to be 10 seconds and is likely bugged. I'm going with current behavior for the example.)

perhaps a simpler comparison - would you rather put the Build Up power on auto-fire? or would you rather punch it yourself as you are about to aggro a mob? the auto may not be ideal timing, so go with the activation that's connected to when you're ready for your opening volley.


 

Posted

Didn't see this issue listed yet; at a minimum, it affects Illusion Control-Phantom Army and the following sets:

Expedient Reinforcement
Call To Arms

The Accuracy and Damage enhancing components of these sets have no visible effect on damage or accuracy when used in Illusion Control's Phantom army.

The issue may be more widespread, but this has been the scope of my testing so far. Another thread reported issues with Damage-enhancing IOs in Soulbound Allegiance.


 

Posted

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The Accuracy and Damage enhancing components of these sets have no visible effect on damage or accuracy when used in Illusion Control's Phantom army.

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How do you mean?
Do you mean a listing for Acc buffing on the enhancement window? Do you mean if you bring up the Real Numbers window and expand it to look at their actual powers? Do you mean by observing the combat messages or orange numbers?


 

Posted

Ah....my apologies, I should have been clearer.

The Accuracy and Damage Buff values reported in the mouseover popup window on the enhancement slotting screen are the values I'd expect for my Phantom Army power when I have these Expedient Reinforcement and Call to Arms IOs slotted.

However, the To-Hit and Damage values reported in the pet combat logs do not match the expected values. Empty slotting gives the same result as full slotting with ExpReinf and Call to Arms. In addition, the floating damage text and miss animations match up with the pet combat log.

The Real Numbers (Combat Attributes and Attribute Monitor) windows do not show Pet attributes for me, except on my Mastermind...if you know a way to display this, please share!


 

Posted

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The Real Numbers (Combat Attributes and Attribute Monitor) windows do not show Pet attributes for me, except on my Mastermind...if you know a way to display this, please share!

[/ QUOTE ]
right-click the power in the tray, bring up the info tab, and scroll to the bottom. Is there a list of powers the pet has? Those powers can be expanded if you click them. Maybe PA doesn't have it?


 

Posted

Fortunata Hypnosis: Chance to Placate is useless.

Slept Enemies don't attack you.
Slept Enemies have sleep status removed by taking damage.

Placate does not help, since it prevents an enemy from attacking you, and is also canceled by damage.

So in effect, you will likely never see the effect of placate on the enemy. If it will be argued that it removes aggro from you. I have two arguement's to supply.

1.) Most Sleeps do not generate aggro in the first place.
2.) As a purple set proc, it's not beyond reason to ask for a proc with an effect that's not unnoticeable 99% of the time.

--Please supply counter arguments if you have them, I'd like to find a use for this, otherwise, lets see this added to the list.--


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

the argument given at the time it was created was:
it's useful against enemies that are sleep-resistant, and when used in a power with only a chance for sleep (since the proc chance is independent of the sleep chance)

yeah, a purple should not be a chance of a chance it's useful, same goes for the Stun's chance for -ToHit. it's an old complaint.


 

Posted

[ QUOTE ]

right-click the power in the tray, bring up the info tab, and scroll to the bottom. Is there a list of powers the pet has? Those powers can be expanded if you click them. Maybe PA doesn't have it?


[/ QUOTE ]

Thank you
Yes, the PA has a listing of attacks there. I used to think it only displayed base/unenhanced values, but I can see the effect of slotting enhancements as well.

That Phantom Army power detail tab matches the enhancement screen and shows the near doubling of damage from the recharge-intensive pet set IOs. Apparently the Acc/Dmg non-enhancement bug is only affecting actual combat...the important part. *sigh*


 

Posted

I just made a Dam/End Invention (lvl 20, toon is lvl 19). The tanker toon can not slot it in any of his powers? What am I doing wrong?


 

Posted

Which set was it from? Reason I ask is all Set IOs have power types they can be slotted in. For example, Crushing Impact is a "melee set," as such, it can only be slotted in single target melee attacks. (ex: Scorch, Haymaker, Heavy Mallet, etc.) Scirocco's Dervish is a "pbaoe set," as such it can only be slotted in pbaoe powers. (ex: Whirling Mace, Pendulum, Frost, etc.) All Tanker sets have those.

What I'm guessing happened is you crafted a Dmg/End from a set like Thunderstrike which can only be slotted in ranged attacks, which you don't have.

If you hover over a recipe/IO, it should tell you what type of set it is. Go into your enhancement screen and hover over any of your powers there, it should list what type of power they are. If the two don't match, the IO is incompatible.


(No offense if this is already well known to you.)


 

Posted

Transfusion only sporadically works with power buildup. I think it's more of a transfusion issue than an IO one.


 

Posted

[ QUOTE ]
What else can people come up with?

[/ QUOTE ]

--Karma: Knockback protection's dont seem to add up

i slotted 5 (experiment) which should equal 20 KB protection

instead, Combat Stat's show's 8 protection AND about every 9 seconds the 8 will "flash" 12 then go right back to 8..

i haven't tested this on other toons and i haven't tried stacking Steadfast KB protections past 2

--on a separate note, while in RV my KB protection [which normally is 29 (5karma's + Acro)] drop's to 5~6ish...i'm assuming this has to do with Diminishing Returns..


perma jump is ---> /up 1

 

Posted

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Yes the Purple sets are broken and bonuses do not work below 47. Known Issue. Lady Grey Proc is also a known issue. If you hold on to your purple they should be fixing this shortly.

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Touch of Lady Grey: Chance for Negative Damage has been problematic since beta for IOs. I have a Scrapper on Test that crafted and slotted one in beta, and discovered that the name was appropriate -- it had a chance to do a negative amount of damage to your target, healing it. This was quickly 'fixed', although the fix went too far the other way, turning the enhancement into what I referred to as 'Touch of Lady Grey: Chance to One-Shot'; when it went off, it did a truly absurd amount of damage to your target, apparently based off a multiple of the target's base HP. In an attempt to see how silly it was, I took my Scrapper over to Crey's Folly, found Jurassik, tapped him with Air Superiority to get his attention, then hit him with Ablating Strike, which proc'ed right off for more than six million points of damage and raining little bits of Jurassik all over the place. It was fun while it lasted.


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Posted

Apologies if this has already been asked/answered.... this thread is monsterous.

If I slot speed boost with the Energy Manipulator set, including the "chance to stun" enhancie, will I end up stunning my teammates? (please say no).


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Posted

No, it doesn't...

It did at one point, then they "fixed it" (iirc) they added a flag on it to not affect players - even in PvP.
There's been several threads about this IO Set, since right after I11 came out, and I think a couple similar IO's that were 'flagged' for similar reasons.


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Originally Posted by Arcanaville View Post
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