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he basically said "working as intended"
ugh
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Specifically:
Melee AT's have a considerable lower Ranged Damage modifier than Melee Damage modifier. For Stalkers and Brutes, the Range modifier is 2/3 the melee modifier.
So, if a Melee attack rated at 'High' does 100 damage, a 'High damage Ranged attack could be expected to do 66 damage before slotting. -
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Slow enhancements can effect many different things, and each of them is displayed, even if the final values are the same. I kicked that to engineering earlier to day to see if there is an easy way of condensing things.
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It's not a power/enhancement mechanic issue, _Castle_. It's the same problem that's causing accuracy enhancement values to not appear in the tooltips. Buggy tooltip display. No accuracy values, recharge showing up as slow, etc.
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That's sort of what I meant. -Recharge is a 'Slow' which is the same vernacular used for -RunSpeed or -FlySpeed. All three will show in the enhancement tool tip as 'Slow' and if all three are present all three are displayed.
As far as the Accuracy goes, I've not looked into that one, but I imagine it's the same sort of thing. -
Slow enhancements can effect many different things, and each of them is displayed, even if the final values are the same. I kicked that to engineering earlier to day to see if there is an easy way of condensing things.
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PvE testing shows Acid Arrow still at 20%. Maybe it's some messed up PvP thing?
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Acid Arrow has a larger debuff in PvP than in PvE, at least for Defenders. Controllers and Mastermind PVE & PVP values match. -
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So we've only gone from a non-functional inherent to one that is, at best, 40% functional - and really something much less considering the 7% low end chance, and the fact that primary damaging powers don't Taunt.
Seems almost pointless.
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I don't really want to get into a debate on this, so I'll give a couple reasons for it, and go from there.
We're testing this. We don't want to go overboard on it, then have to reduce its effectiveness later, which is a very real concern with this. This lead us to start off low, and build up from there. What you folks are testing currently is the 'second draft' of PvP Gauntlet.
For those of you remember the CoV End of Beta event with the signature heroes battling all the players, we found a very curious problem during that event: It quickly became completely impossible to know who/where your target was. There were so many characters taunting continuously, that it was not only not fun, but essentially not playable.
So, we are trying to make sure that Taunt Ping Pong doesn't become a major concern in PvP. We want Gauntlet to be a bonus which helps, but it is not meant to replace Taunt or related powers. -
It's completely seperate, sorry guys.
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PvPGauntlet doesn't appear to be hitting all that often; is there any chance we can get _Castle_ or someone else to give us the numbers on this one?
Thanks in advance.
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Can't really give you numbers, since every power is different. It's calculated in the same manner that Endurance cost is, however, so the more end a power costs, the greater its chance for Taunt.
Chances range from 6.7% to 43.5% per attack (well, aside from 1 bug I just found, which gives a 100% chance to one power. Grr!) -
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As far as magnitude goes, expect it to be exactly the same as Tanker APPs such as Block of Ice, Stone Prison, etc..
Those have a hold magnitude that is able to work on LTs but not Bosses, making it Mag2 I believe. Recharge will likely be 30+ seconds, and duration will be around 8-10 seconds.
Ranged holds are possibly the most nerfed APP crossover skill, and I think that it will be the same for PPPs.
If I'm wrong about mag and recharge/durtation then GW's hold will indeed be an amazing skill for stalkers. Otherwise, the holds are a bit of a let down.
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Sounds about right, actually. -
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I had minions chasing me debuffed a good 20 seconds after the patch faded. So if they enter 2 sec before it fades they still suffer 20 sec of debuff.
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That's the intended behavior, yes.
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now if we could just get the -jump/fly, and the cycling minion disorient ticks...
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Stay tuned to this channel... -
Flash Arrow (and Smoke and Smoke Grenade and a couple Temp Powers) is setup to not alert the AI when it is used on them.
Now, that isn't as simple or cut and dried as it sounds. It is still an attack. As such, it causes suppression on all powers that have such -- including stealth and related powers. It sounds like what is happening is something like the following:
1) Player clicks attack button; animation begins; suppression begins.
2) Target "sees" the player, and the critter is "aggroed"
3) Animation finishes and all attributes are applied.
In that example, if the player were outside the critters normal perception range, they would not have aggoed, even though they attacked. If, however, you are within normal aggro range, and using Stealth powers to offset that, then as soon as the stealth suppresses, you've already got aggro.
Now, all of that said, it is possible what I've outlined above is NOT what is happening and there is a bug involved. In testing this over the next few days, pay close attention to how this works, and keep the above sequence in mind. If that does not match what you are seeing, let me know. -
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Total Focus does not have a DropToggles attribute. It does have a Disorient, and that can drop toggles.
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Uh...that doesn't explain this, from your list:
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Dominator: Total Focus: 64% for 1 Toggle
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So, is that inaccurate, or is it the Blaster/Tanker versions that have no DropToggle attribute?
Does being disoriented not drop ALL active toggles? I'm asking because I don't know.
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Argh! Blasters, Tankers, Brutes and Stalkers Total focus does not have a Toggle Drop associated with it (aside from the Disorient) -- Dominators do. I didn't re-read the entire list and only checked the Blaster version for the quoted post. Sorry. -
Total Focus does not have a DropToggles attribute. It does have a Disorient, and that can drop toggles.
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Can we get some numbers?
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Since you asked... (actually, this should have been done before.)
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Here is a complete list of all powers which have DropToggles associated with them and the percentage chance of the attribute taking place. In the case of powers which have a chance of dropping 2 toggles, I calculated the chance for this to happen and included it in the list.
Note: Blaster, Corruptor and Mastermind Trip Mines have drastically different percentages. I think this is a Bug -- I think the Corruptor/MM version was skipped when making these changes, or Trip Mine for Villains was increased, and Blasters were skipped. Either way, I'll be making changes to the chances for that in a future update.
Inherent: Brawl: 5% for 1 Toggle
Blaster: Devices: Trip Mine: 5% for 1 Toggle
Blaster: Devices: Time Bomb: 19% for 1 Toggle
Blaster: Electrical Manipulation: Charged Brawl: 5% for 1 Toggle
Blaster: Electrical Manipulation: Havok Punch: 22% for 1 Toggle
Blaster: Energy Manipulation: Bone Smasher: 22% for 1 Toggle
Blaster: Energy Manipulation: Energy Punch: 5% for 1 Toggle
Blaster: Fire Manipulation: Fire Sword: 5% for 1 Toggle
Blaster: Fire Manipulation: Fire Sword Circle: 22% for 1 Toggle
Blaster: Ice Manipulation: Frozen Fists: 5% for 1 Toggle
Blaster: Ice Manipulation: Ice Sword: 22% for 1 Toggle
Defender Force Field: Force Bolt: 8% and 2% for 1 Toggle; 0.16% chance of 2 Toggles
Controller Force Field: Force Bolt: 5% for 1 Toggle
Mastermind Force Field: Force Bolt: 5% for 1 Toggle
Defender Force Field: Repulsion Bomb: 27% and 5% for 1 Toggle; 1.35% chance of 2 Toggles
Controller Force Field: Repulsion Bomb: 19% for 1 Toggle
Mastermind Force Field: Repulsion Bomb:19% for 1 Toggle
Defender Force Field: Repulsion Field: 5% and 2% chance for 1 Toggle per 1/2 second; 0.1% chance for 2 Toggles per 1/2 second
Controller Force Field: Repulsion Field: 3% for 1 Toggle per 1/2 second
Mastermind Force Field: Repulsion Field: 3% for 1 Toggle per 1/2 second
Defender: Kinetics: Repel: 5% and 2% chance for 1 Toggle per 1/2 second; 0.1% chance for 2 Toggles per 1/2 second
Controller: Kinetics: Repel: 3% for 1 Toggle per 1/2 second
Corruptor: Kinetics: Repel: 3% for 1 Toggle per 1/2 second
Peacebringer: White Dwarf Strike: 5% for 1 Toggle Defender
Storm Summoning: Lightning Storm: 20% and 4% for 1 Toggle; 0.8% chance of 2 Toggles
Controller Storm Summoning: Lightning Storm: 17% for 1 Toggle
Defender Storm Summoning: Thunder Clap: 12% and 2% for 1 Toggle; 0.4% chance of 2 Toggles
Controller Storm Summoning: Thunder Clap: 8% for 1 Toggle
Warshade: Black Dwarf Strike: 5% for 1 Toggle
Stalker: Assassin's Claw: 22% and 4% for 1 Toggle; 0.88% chance for 2 Toggles
Stalker: Assassin's Strike: 22% and 4% for 1 Toggle; 0.88% chance for 2 Toggles
Stalker: Assassin's Blow: 22% and 4% for 1 Toggle; 0.88% chance for 2 Toggles
Stalker: Assassin's Blade: 22% and 4% for 1 Toggle; 0.88% chance for 2 Toggles
Stalker: Assassin's Impaler: 22% and 4% for 1 Toggle; 0.88% chance for 2 Toggles
Stalker: Assassin's Eclipse: 22% and 4% for 1 Toggle; 0.88% chance for 2 Toggles
Dominator: Bone Smasher: 5% for 1 Toggle
Dominator: Total Focus: 64% for 1 Toggle
Dominator: Incinerate: 5% for 1 Toggle
Dominator: Blaze: 64% for 1 Toggle
Dominator: Ice Sword: 5% for 1 Toggle
Dominator: Greater Ice Sword: 64% for 1 Toggle
Dominator: Mind Probe: 5% for 1 Toggle
Dominator: Psychic Shockwave: 64% for 1 Toggle
Dominator: Skewer: 5% for 1 Toggle
Dominator: Ripper: 64% for 1 Toggle
Mastermind: Assault Bot Smash: 5% for 1 Toggle
Corruptor: Traps: Time Bomb: 19% for 1 Toggle
Corruptor: Traps: Trip Mine: 75% and 37% for 1 Toggle; 27.75% chance for 2 Toggles
Mastermind: Traps: Trip Mine: 75% and 37% for 1 Toggle; 27.75% chance for 2 Toggles
EDIT: Fixed formatting -
Actually, the fact that the floor for more accurate critters is now higher than it was previously has been discussed on the boards for a while now. While the patch notes don't spell this out, it isn't new information.
That said, I'll rework the text and add it to the list. You are correct that it should have been in there. -
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They fix the bug were the sound for eviscerate plays whether it hits or not? That can definately be annoying.
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It should be fixed, if it is still happening, post here and I'll take care of it ASAP. -
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so what you're saying is one of us could apply for a job....
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My wife would like to move back to Southern California...
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Too bad we're in Northern California. -
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If you took Instant Healing and changed it so that it made each hit act like illusory damage -- i.e., for each hit you take, a second or two after the hit you 'instantly healed' part of the damage, then what you'd have would be a defense that would scale the same way that Resistance and Defense did, and could be balanced against them -- 40% Resistance, 40% Defense, and 40% Instant Healing would all, over time, protect a character from 40% of the incoming damage.
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Can't be done without new tech. Significant new tech. This was one of the ideas I put forward in I3, before I really knew what limitations we have in the system.
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So then, how does Spectral Wounds work? Because it seems like what's being suggested is just all damage vs the character with Instant Healing working like Spectral Wounds damage.
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Each attack from Spectral Wounds damages the target, then after a set period, heals the target. Thus, it's all handled by the attacking power. Regen, however, is a defense set, and would need to track all incoming attacks in order for this to work as described. -
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If you took Instant Healing and changed it so that it made each hit act like illusory damage -- i.e., for each hit you take, a second or two after the hit you 'instantly healed' part of the damage, then what you'd have would be a defense that would scale the same way that Resistance and Defense did, and could be balanced against them -- 40% Resistance, 40% Defense, and 40% Instant Healing would all, over time, protect a character from 40% of the incoming damage.
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Can't be done without new tech. Significant new tech. This was one of the ideas I put forward in I3, before I really knew what limitations we have in the system. -
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Pow wows, tee pees and peace pipes I guess we all have to swallow. But can we have a little respect for the Nations and not [censored] start talking about scalping?
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Consider this an official, public apology. It wasn't my intent to cause any racial tensions here, I was trying to keep a potential problem light hearted.
I sincerely apologize.
To everyone else:
It's hard for me to remember at times the great variety of folks who read these boards, from all ethnicities, political and religious backgrounds. I imagine when most people are posting, they tend not to think about such things as well. As a representative of Cryptic Studios, however, I *do* need to pay more attention to these things. In the event that I fail in this, please PM me about it so I can take corrective action. -
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Will Brutes' Fury not building properly in PVP get fixed?
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I've not figured out a way to get it working yet. It's possible I *can't* get it to work as described, in which case, we'll have to have a pow wow around here (complete with Tee Pee's and Peace Pipes, hopefully) to figure out what to do. -
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Can you tell us why certain powers (Lightning Rod, Chain Induction) won't be effected by Fury? Will they be just too uber with it?
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The Lightning Rod power *is* affected fully by Fury. The description has been changed to reflect this.
Chain Induction is only partially affected by Fury. The initial hit is affected by the Furies Strength, however, any 'chained' blasts are not. They *are* affected by the strength of the opponent who is chaining the power, though, so an arc from an AV will be stronger than an arc from an underling by quite a margin. -
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Wait a second! What are you planning with Force Bubble? It repels. That's all it does. Taking away repel means it creates a big bubble that does absolutely nothing.
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Right. That's why it's harder. -
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/em wonders when the devs are gonna realize that Force Bubble has the same "problem" that convinced em to zap Hurricane.
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The worst parts about getting debuffed by hurricane was the nasty to-hit debuff and its -range. The -tohit was easily countered at the higher levels(FA, AIM, BU, etc). The -range was the only form of mitigation against ranged toons for the Storm summoning set. It made only since that storm should be able to keep melee out when they are so vulnerable to everything else.
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Actually, the only thing I really wanted to change in this mess was the ability for Repel Fields to effectively trap a player against geometry in Base Raids. I'm aware other powers have the same problem. I'll address those individually, though -- the same type of change made to Hurricane can be made, but for the most part, those powers have fewer aspects to them that Hurricane does. That makes getting them right considerably harder. -
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I haven't had time to get on test, but I was wondering what people are reporting about the changes to hurricane. Anyone have any stories?
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This is as good a place to put this, as any:
I checked in a few Hurricane changes today that QA is going to look at. In Theory, these changes should mean that for PvE, Hurricane acts Exactly as it did before the previous change, while in PvP, it should act exactly as it does currently. Hopefully this change will get a green light from QA -- I've spent quite a bit of time on it over the last few days. -
Sure. I think, compared to many other self heals, Aid Self is over-powered. Mainly, this is due to how Interrupt powers work, and a scale that is slightly too high, so it would not be an easy change to make. It would also be very unpopular, and, in the end, it isn't strictly necessary. So, it stays as is.
Of course, that means every AT that has a self heal can now complain that it isn't as effective as Aid Self, and what are they getting to make this fair? Not much, I'm afraid. The only thing I can really say is that taking Aid Self in addition to their normal Self Heal will increase their survivability.