Chain Induction Needs Help


ArcticFahx

 

Posted

Quote:
Originally Posted by Umbral View Post
Do you even know why it does that? It's not something they specifically planned on occurring. It's an issue with the jump being a pseudo-pet that is summoned at the location of the target at the same time that damage is applied. Because of the delay in the pseudo-pet being summoned and the pseudo-pet arriving, if the target, which is also the conditional location target of the pseudo-pet, dies, then the pseudo-pet no longer has a location to be summoned to, causing the pseudo-pet effect to simply not occur. It's not as simple a fix as removing a line of code that forcibly inflicts the dead target prohibition.
Sure, I'm not a professional coder, but I've done more than the average joe, and I'd say that taking the way you've described it into account it should be much simpler than you think. I think it's the time at which the pet is summoned that needs to be changed - or pass it coordinates of the mob before it dies/died.

Issues could come if, in the interest of keeping the code short, routines are shared with other powers - as you say, "the same reason that", implies that this may be the case.

Quote:
It's for this same reason that if the target of Transfusion, Transference, or any of the numerous other targeted pseudo-pet summoning skills is killed before the pseudo-pet is actually summoned, the power fizzles. If it were as simple as telling the game to ignore whether the target is dead or not, all of those issues would already have been addressed.
And?

Quote:
If you don't know the actual root of the problem, please don't try to address the solution in a completely ignorant manner that assumes it's as easy as you blindly think it is.
I shall ignore this little jibe. It makes you look stupid and I don't believe that.


Please fight My Brute: http://2hero.mybrute.com

Mission Architect 54161 - Michael Mundano, Megan Malloney and the Secret Senate.
Mission Architect 91838 - Constantinople Jones' Family Secret. A One Mission Story arc.

 

Posted

Don't make Umbral angry...you won't like when (s)he's angry.


 

Posted

Quote:
Originally Posted by Hero2 View Post
Sure, I'm not a professional coder, but I've done more than the average joe, and I'd say that taking the way you've described it into account it should be much simpler than you think. I think it's the time at which the pet is summoned that needs to be changed - or pass it coordinates of the mob before it dies/died.
This, right here, shows how little you actually know about it. It's not a question of when the pet is summoned. It's a question of the delay between when the call for the pet to be summoned is sent and when the pet is actually summoned. If there were a simple work around, the devs would already have addressed it, especially since they are professional coders that have actually looked into the issue (Pohsyb has actually commented on this exact issue a number of times as it applies to the other powers I mentioned and said the exact same thing).

Quote:
Quote:
It's for this same reason that if the target of Transfusion, Transference, or any of the numerous other targeted pseudo-pet summoning skills is killed before the pseudo-pet is actually summoned, the power fizzles. If it were as simple as telling the game to ignore whether the target is dead or not, all of those issues would already have been addressed.
And?
The Transference and Transfusion problems have been around since the very beginning of the game and have been a major thorn in the side of anyone that actually uses those powers. The problem has a substantially larger effect upon those powers than the problem with Chain Induction summoning its additional jumps because, at the very least, Chain Induction gets to deal its damage: Transference and Transfusion don't get to get their primary function accomplished because the pseudo-pet is the primary function. If it hasn't been addressed in over 5 years for powers in which the problem completely eliminates the benefit of using said power, what makes you think that the presence of Chain Induction similarly having a problem with it is going to make the problem all the more important to solve?

Quote:
I shall ignore this little jibe. It makes you look stupid and I don't believe that.
Honestly, the fact that you honestly think that it's a simple solution while similarly admitting that you're not a professional coder like the people that have actually said that it's a rather complex issue to solve and have looked at the code itself repeatedly over the course of the life of this game makes wonder why you don't think you, yourself, are the one looking stupid. I'm going to refrain from simply calling you stupid or outright making a statement that calls out your lack of insight on the problem combined with a similar ignorance of your own inadequacies because the Mods have gotten onto me for doing that in the past, but I'm pretty sure the message still gets across.


 

Posted

Forgive me if I ignore your rather aggressive style of writing. I did not mean to have you frothing at the mouth. I was unaware of your furious passion for this enigma. You come across as a very angry man.

I will bow to the fact that if the professionals are struggling with it - having committed serious manpower to it, then there's probably no easy fix. I'll just mention my opinion as a payer:

Quote:
Originally Posted by Umbral View Post
If it hasn't been addressed in over 5 years for powers in which the problem completely eliminates the benefit of using said power, what makes you think that the presence of Chain Induction similarly having a problem with it is going to make the problem all the more important to solve?
I'm frustrated that a power they had working badly has been proliferated as-is. I would say that with more people using the powers, because they are available to Heroes now, then it is more important, especially if Transference and Transfusion share the same code and particularly because these have recently been proliferated to villains.


Please fight My Brute: http://2hero.mybrute.com

Mission Architect 54161 - Michael Mundano, Megan Malloney and the Secret Senate.
Mission Architect 91838 - Constantinople Jones' Family Secret. A One Mission Story arc.

 

Posted

Quote:
Originally Posted by Umbral View Post
First off, it's Dual Blades, not Duel Blades. Dual implies the use of two. Duel implies the use in a one-on-one confrontation.

Secondly, just because Dual Blades and Willpower were released simultaneously does not mean that they are matched powersets. Thematically, they have next to nothing in common except that they're both nominally "normal" powersets. You could just as easily claim that Katana and SR are matched primaries because they're similarly "normal" and were released simultaneously. If anything, they are theme neutral because they don't have a "partner" in the sense that Dark, Fire, Ice, Stone, Elec, and Energy do.

As to whether the devs intend the use of matched powersets, there is some evidence that it was originally intended as such (Dark/Dark is the biggest piece because of the sheer degree of synergy between them, Fire/Fire as well), though not as much elsewhere (Stone/Stone, Ice/Ice). Moving on to the newer sets, it's still debatable as to whether Elec/Elec has much synergy beyond the combined ability to drain endurance (which is more a demonstration of secondary benefit synergy than powerset design synergy), and it's hard to believe that Energy/Energy has much in the way of implied or real synergy.

Personally, I believe that the only real sets that were intended to be used together were Fire/Fire and Dark/Dark, which meshes with the logic that the Cryptic devs originally intended it that way (most likely out of an evolution of the older Champions inspired freeform system). None of the others really present a definable intended synergy that isn't just as well expressed with other powersets either in the original release form or the current form. Fire/Fire's only real spectacular synergy though is Fiery Embrace's greater effect upon Fire damage than every other damage type. Everything else is completely neutral. Dark/Dark is really the biggest outlier simply because it allows for stacked fears, the primary covers the secondary's high endurance costs, the secondary provides for the lower AoE damage of the primary, and a number of other noticeable synergistic benefits so it's probably the only real intended full matched set combination.

I'd say Dual Blades and Willpower were built with synergy in mind.

Dual Blades knockdown only helps Willpower's survival, giving WP time to regen. Not to mention, the only click power of WP is the tier 9. Having no powers to click, and instead just toggleing up and going, is very good for Dual Blades.

I also would call it fair to mention Energy/Energy for synergy. After all, Energy Aura came out 6 issues later.

Not to mention alot of the older sets have changed through the issues, as well as some of the sets (Katana/Broadsword) having their own pairing.

Ice/Ice stacks slows. Ice Patch keeps enemies on their feet, not attacking, and thus not breaking through the defenses. Tack on those added slows.

And anyways, now a days, Dark Melee basically works with every set VERY VERY well. But it is also one of the original sets.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
Dual Blades knockdown only helps Willpower's survival, giving WP time to regen. Not to mention, the only click power of WP is the tier 9. Having no powers to click, and instead just toggleing up and going, is very good for Dual Blades.
The catch is you could say the same thing about willpower and stone melee, super strength (knockdown in just about every attack) or martial arts (dragon't tail does knockdown). Indeed, SM and SS do as much or more knockdown than dual blades. You could also say the same thing about dual blades and SR, which only has one click power just like WP.

I specifically remember that dual blades came out because it was the the top set picked in a forum poll - edging out radiation melee I think. I don't know if WP was picked to compliment DB but they certainly don't have the kind of synergy fiery aura has with fire melee due to fiery embrace. Due to the way DB was selected I suspect that willpower came about also due to a poll, but I don't remember for sure.

Quote:
I also would call it fair to mention Energy/Energy for synergy. After all, Energy Aura came out 6 issues later.
Do you mean that energy/energy is a good example of synergistic sets or not a good example?

Quote:
Not to mention alot of the older sets have changed through the issues, as well as some of the sets (Katana/Broadsword) having their own pairing.
What pairing? Katana/broadsword synergize with any def based set due to the parry/da and with any set that has no click powers that force redraw but that seems accidental to me.

Quote:
Ice/Ice stacks slows. Ice Patch keeps enemies on their feet, not attacking, and thus not breaking through the defenses. Tack on those added slows.
I agree that ice/ice for tanks was probably designed to be synergistic on purpose - but keep in mind these are original sets just like fire and dark so Umbral's point that these where designed back when the dev's where thinking of pairings still holds.

I am not sure what your point actually is here - I just thought it should be pointed out why DB was created and that it really had nothing to do with willpower other than comign out at the same time.


Globals: @Midnight Mystique/@Magik13

 

Posted

Wow... had to dodge some bullets in the last few posts to get here, really!

Heh... while i agree that CI needs some work and at the same time acknowledge it might not be as easy as it looks like, there must/has to be some kind of a "fix" for it?

Could the initial hit maybe be increased a bit, to make it more a single tgt power it seems to be (you get that impression by looking at the IO sets it accepts) or lower the recharge and endu cost somewhat to counter for the fact that the chain does not pass on if the tgt dies? (i mean, the 5 tgt is not that much either).

Not saying the elec melee needs more love, but saying maybe this particular power does. (But nothing major imo).