City of Data Updated!


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Zombie Man View Post
Which ones? They're linked for me. And the link works.
I just checked and everything after Triage Beacon isn't loading. Bah.


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Posted

Quote:
Originally Posted by Zombie Man View Post
Which ones? They're linked for me. And the link works.

[image redacted to save space]
Scroll down. Caltrops and Triage Beacon are linked (since those are the same as the Corruptor versions), but the other powers use Defender specific Pseudo Pets and those are not linked.


 

Posted

Quote:
Originally Posted by Diellan_ View Post
I just checked and everything after Triage Beacon isn't loading. Bah.
For what it's worth it seems to be that anything with a pet that was created in I16 or later is not working (not 100% sure about the issue, it might be earlier).

Proliferations that used an existing Pets got ported fine (for example in Cold Domination for Controllers is fine) but new pets are not getting linked. Here's a list of affected powersets I've spotted:
Electrical Melee for Scrappers
Electrical Melee for Tankers
Traps for Defenders
Archery for Corruptors
Demon Summoning for Masterminds


 

Posted

Quote:
Originally Posted by Zombie Man View Post
No, it's 30.

Effect area: Sphere
Radius: 30 feet


And Mid's is picking up the 25 feet again after having correcting it to 225.

There is a second internal range number that is 225. Don't know why the first range number is there.
Whenever a power simultaneously is allowed a target and a location it has two ranges: primary and secondary. The primary range ("Range") is usually the maximum range to target. The secondary range ("RangeSecondary") is usually the maximum range to the location. Recall friend, for example, has 10,000 foot range and 25 foot secondary range. It can (unslotted) grab a friend up to 10,000 feet away and teleport them to your location, but that location must be within 25 feet of you.

The way Team Teleport works, the primary target is self (the caster). That determines what the area of effect of the power is centered on. The secondary target is a special kind of target called "teleport" which means "the location target of a teleport effect." Its why teleport powers have a selectable location: teleport powers have those and location AoEs have those by mechanical design. So technically speaking the power targets self and self must be within 25 feet of yourself, and teleports to a location which can be up to 225 feet away from self.

So of course, also technically speaking, the primary range could probably be zero and it would still work, but my guess is that this is a legacy error: the original designer thought the primary range should be set to the radius of the power, and the radius of team teleport was once 25 feet (perhaps even as early as pre-beta). Because the setting isn't really used** the bug had no reason to ever be corrected.

The number of twists and gotchas in the system is really quite substantial. I keep saying if I taught a class on the powers system, I could probably fill several days. That's not really an exaggeration: if you were starting from scratch and didn't already know most of the mechanics in detail there's thousands of little rules for things in there.

It is interesting to do power system archeology though. Teleport could have been the single target restricted case of team teleport, so there's no reason to give the two powers different definitions. This suggests the powers were not created at the same time, or not created by the same person, or tech had to be added to allow for the Team Teleport functionality (via secondary targets) after teleport was already created.


** Even more technically speaking, its possible the range just has to be a small non-zero number, although I suspect zero would in fact work.


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Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
For what it's worth it seems to be that anything with a pet that was created in I16 or later is not working (not 100% sure about the issue, it might be earlier).

Proliferations that used an existing Pets got ported fine (for example in Cold Domination for Controllers is fine) but new pets are not getting linked. Here's a list of affected powersets I've spotted:
Electrical Melee for Scrappers
Electrical Melee for Tankers
Traps for Defenders
Archery for Corruptors
Demon Summoning for Masterminds
Dang, still no details on Poison's Noxious Gas either.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
For what it's worth it seems to be that anything with a pet that was created in I16 or later is not working (not 100% sure about the issue, it might be earlier).

Proliferations that used an existing Pets got ported fine (for example in Cold Domination for Controllers is fine) but new pets are not getting linked. Here's a list of affected powersets I've spotted:
Electrical Melee for Scrappers
Electrical Melee for Tankers
Traps for Defenders
Archery for Corruptors
Demon Summoning for Masterminds
That does seem to be the case.
The powers are still in there, though, even if the links are broken in the set lists:

Scrapper Lightning Rod
Fiery Embrace part of Scrapper Lightning Rod

Tanker Lightning Rod
Fiery Embrace part of Tanker Lightning Rod

Defender Acid Mortar
Defender FF Generator
Defender Poison Trap
Defender Seeker1(Seeker 2 and 3 have the same stats)
Defender Trip Mine
Defender Time Bomb

Corruptor Rain of Arrows

Demon Summoning pets are at the bottom of the MM Pet list

Quote:
Originally Posted by Dromio View Post
Dang, still no details on Poison's Noxious Gas either.
Noxious Gas


 

Posted

Quote:
Originally Posted by Tylerst View Post
That does seem to be the case.
The powers are still in there, though, even if the links are broken in the set lists.
Noxious Gas?

Looks fine to me!

>.>

<.<


Global @Diellan - 5M2M
Mids' Hero/Villain Designer Lead
Virtue Server
Redside: Lorenzo Mondavi
Blueside: Alex Rabinovich

Got a Mids suggestion? Want to report a Mids bug?

 

Posted

Well, that was a fast fix, good job.
I noticed the version # is updated now too, cool.


 

Posted

If the charts could be modified to show pet damage would Corruptor Archery look like this?


 

Posted

Thanks for the update, guys, it's a great tool!


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Posted

Quote:
Originally Posted by LISAR View Post
If the charts could be modified to show pet damage would Corruptor Archery look like this?

CoD counts all ticks of damage(as you can see with Blazing Arrow) and assumes all of them hit, so it would be much more than that. (Corruptor RoA does 148.48 base damage [49.49 x 3] assuming all 3 ticks hit)


 

Posted

Train Ninjas and Kuji In Zen for Ninja/* Masterminds both continue to claim that they grant Archery powers to the Genin pets, when they (in fact) no longer do.


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Posted

Quote:
Originally Posted by Redlynne View Post
Train Ninjas and Kuji In Zen for Ninja/* Masterminds both continue to claim that they grant Archery powers to the Genin pets, when they (in fact) no longer do.
If you follow the links, you'll see that those are actually Shuriken powers. When they changed then, they just changed the display name.