Diellan_

Super-Powered Mid's Keeper
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  1. Quote:
    Originally Posted by Arcanaville View Post
    My understanding is that its player tohit of net +22% or higher. So debuffs count. Perhaps they should not count conceptually. Something to keep in mind when this becomes available for testing.
    Ugh. The last thing I need is to stop accepting Mystic Fortune because the Fool has -Tohit. Or worry about the crash on Mutation. Not to mention the plethora of ToHit debuffs carried around by CoT and what not.

    The more I think about it, the more I feel that basing it off of ToHit is a bad idea. People are going to try so hard to get perma 22% ToHit, that it's going to be like the old Domination's damage buff: the players are going to treat any situation where their ToHit is reduced as a nerf, and the constant improved snipe as the standard level of performance.
  2. Quote:
    Originally Posted by Garent View Post
    1. New Blaster Inherent: Overcharge (isn't this the name of the beam rifle nuke? Should probably be something different)
    Effect: Yes, I'm serious. I'm another one of those losers suggesting a different inherent for an archetype. Overcharge is a third bar that regenerates continually and goes down when an attack is used. The blaster receives a damage buff based on how full the bar is, and while the bar is full past a certain threshold the blaster has a certain level of status protection. The UI should have a mark on the bar that clearly shows where this threshold is. Many blaster powers interact with the bar in unique ways (more on that later). Potentially, the bar regenerates at an increased rate while mezzed. The bar begins at zero when the blaster is rezzed.
    Not a damage buff. One of the problems with Defiance is that it simply doesn't scale well with other buffs, whereas Scourge and Crits increase your total damage by some percentage (and don't count against the cap). I'd rather use the Magnitude Expression thing of Doublehit, and give every Blaster power an extra damage effect that deals damage based on a formula using Overcharge (or Defiance whatever).
  3. Quote:
    Originally Posted by GuyPerfect View Post
    You've got your facts wrong: check the thread I linked in the first post. Toxic damage works just like the other damage types, and there is a Toxic attack type that can be Defense'd--Toxic Burst and Hellfire Aura use it.

    I think the reason we haven't seen a lot of Toxic is because the devs haven't put a lot of focus on Toxic.
    *checks* Holy crap, they are typed "Toxic_Attack". When did that get changed?
  4. Quote:
    Originally Posted by MisterD View Post
    Pretty sure the assault hybrids arent working right. The radial seems to be..I think. Showing energy damage is about the same amounts as Hopelings spreadsheet would indicate..

    But the Core..even with 5 stacks, powers are only increasing in about 20% damage, and in the View Totals tab, the damage section is definately NOT showing 75% extra.
    Codewalker found the problem here: it's applying the damage buff as an enhancement bonus and subjecting it to ED. Bug. Sigh.
  5. Quote:
    Originally Posted by Codewalker View Post
    Err, none of the Hybrid powers are showing sliders for me. Assault Core doesn't have it for number of stacks either.
    After you choose the power, when you mouse over it at the bottom of the build (have to scroll down to get there), it should have the standard green slider thing for choosing number of targets.
  6. Quote:
    Originally Posted by Hyperstrike View Post
    FYI, the defense in Melee's Radial branch isn't showing up on the Totals tab.
    The resist in the Core branch shows up fine though.
    Did you set the slider on the power to have targets? It doesn't provide defense without enemies in range (unlike the resist branch, which has a frontloaded amount).
  7. Quicker turnaround than normal for a relatively small issue...

    Mids’ Hero/Villain Designer 1.957 - June 2012

    New features:
    • Hybrid Incarnate Pool
    • Printer settings actually let you choose a printer
    • Added Team Size setting to the configuration window, for use with Vigilance (and, in the future, crit chance for Stalkers out of hide)

    Fixes & changes:
    • Inherent powers now listed at proper numbers
    • Titan Weapon numbers should be correct, and Defensive Sweep usable
    • Shield Defense and Staff Fighting now mutually exclusive
    • Soul Absorption allows 16 targets
    • Respec Window should no longer append the number 1 to level numbers.

    Known issues:
    • Windows Vista and Windows 7 have issues with the updater due to UAC interfering with writing to the Program Files folder. Many of these problems can be resolved by (a) installing as Administrator, (b) running Mids as Administrator, or (c) installing Mids to a location other than the Program Files folder.
    • Diminishing Returns for PvP mode have not yet been added; all buffs currently show their full, unmodified values.
    • The Power Graphs for the current build do not display effects for pseudo-pet powers like Ice Storm. This does not affect the Powerset Comparison, which is now fully aware of pseudo-pets.
    • Power Boost affects some powers that should ignore its buffs, such as Ice Shields.
    • Temporary and Accolade powers are not being affected by buffs such as recharge rate.
    • Some powers are enhanced by HOs that shouldn’t be (like Active Defense’s Res(Def))
  8. Quote:
    Originally Posted by Zwillinger View Post
    14. Posting Content Viewed from Modified Game Files

    Posting or directly/indirectly linking content viewed from modified game files, or posting instructions on how to view content determined to be extracted from modified game files, including, but not limited to, screenshots, sounds, videos, and text, is a direct violation of the City of Heroes Freedom End User License Agreement. Any posted content determined to be extracted from modified game files will be removed, and the user’s forum account may be suspended or banned. In addition, action may be taken on a user’s City of Heroes Freedom game account as .pigg viewer programs and / or game file modifications are expressly prohibited by the End User License Agreement.
    ... I hope Sentinel and HeroStats and VidiotMaps are okay...

    Not to mention Mids.
  9. Quote:
    Originally Posted by StratoNexus View Post
    I do not believe this is true. My testing indicates that Core is almost always better for most characters with a damage mod of 1 or higher. I am really baffled how you managed to get more mileage out of Radial on a scrapper. What was the attack chain used?

    Corruptors are lower than mod 1 and could be better off with Radial, BUT, Scourge makes it tricky, IMO. All of the bonus damage you get from Core is doubled with Scourge. None of the bonus damage from double-hit is affected by Scourge. And outside of scourge, Core is not too far below double-hit. Depending on what content you primarily play, it may be worth getting a slightly smaller bonus on regular spawns in order to get that really juicy power against tough opponents.
    I haven't delved into it much yet, but I'd guess that part of the difference is the fact that Radial uses PPM and Core is a straight percentage, so high end builds with a lot of recharge can milk the PPM imbalance really easy.
  10. Quote:
    Originally Posted by Codewalker View Post
    TL;DR: The math for it is somewhat complex. Better to either slot it and find out or wait until someone makes a calculator for it.
    I can't imagine who that would be...
  11. Quote:
    Originally Posted by Zyphoid View Post
    This is why AEG had such a better d10 system. There were no botches, in 7th sea. Really I could go on for days about how the 7th sea system was better than WoD and AEG's own L5R system. Things like exploding dice (roll a 10 and roll it again, and sometimes again, till you stop rolling 10's), for every D10 you had in your dice pool over 10 was not rolled, but became an automatic success (a 10 that is).

    AEG really had/has some great table top systems. We ended up converting the 7th sea system to several different themes. The last being a Weird West setting.
    7th Sea is one of my favorite systems of all time. It really does cinematic rules quite well.
  12. Quote:
    Originally Posted by Ulysses Dare View Post
    In the last few years, I've become enamored of the FATE system and its narrative focus. So I would advocate using Strange FATE, the FATE variant created for The Kerberos Club (FATE Edition).
    I've been running a Strands of Fate game for my SG using their characters from CoH. It's been a lot of fun.
  13. Quote:
    Originally Posted by RogerWilco View Post
    I've applied patch 1.956 and this is the result:

    http://www.filefactory.com/file/4yxh...signer_app_zip

    The old link is no longer active.
    If we can get two or three other Mac users to try this and say it works, I'll ask my good friends at Titan to find a place for it.
  14. Did you guys account for the fact that Beam Rifle also has a -13% resistance debuff?
  15. Quote:
    Originally Posted by RogerWilco View Post
    I've been really busy with a deadline at work so I had no time to visit the forums or play the last couple of weeks.

    I've zipped and uploaded my current Mid's, with the glitches, but with the ATOs update applied:

    http://www.filefactory.com/file/1udv...signer_app_zip 200 MB!!

    If you open it, it might actually contain a character build. I don't seem to be able to print either, but I'm not sure if that worked before as I never tried it.

    I'm still planning to have a look at the graphics glitches, if I can get access to Visual Studio 2010. But my job comes first, as it pays for my subscription. ;-)

    Edit: I just read the rest of the thread, and I probably need to apply the update for Staff Fighting. I will make another upload when I've done that.
    Have people tested this? Does it work for you?

    Should I wait before you update it to Mids 1.956 before I stick this up on the planner website?
  16. Quote:
    Originally Posted by NeoDarke View Post
    Hello, I would like to report a bug in the latest version of mids. For some reason, whenever I scroll over any of my powers or even remove slots, I get this error message

    "Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

    Requested value "Afraid" was not found."

    Anyone else come across this bug?
    Yeah, somebody else found this and reported it on the Titan forums. It'll be fixed in the next version of Mids.
  17. Quote:
    Originally Posted by Davpa_CoX View Post
    Any news on fixing the bug in the wrapper? Just don't want to see this just fall off of a cliff.
    I didn't get around to making any tweaks to the UI code yet, and no word from RogerWilco. Without a mac, I'd only be making stabs in the dark.
  18. Mids 1.956 is out, fixing most of these bugs.

    GuyPerfect is almost done with a new version of Sentinel that'll work with Mids 1.956.
  19. Mids 1.956 is out. If someone wants to give me a Wineskin version (email to diellan at gmail), I'll see about hosting it on the Titan server.
  20. Quote:
    Originally Posted by Codewalker View Post
    Diellan popped in for a little bit today and uploaded a build with some bug fixes. I updated the post above with the current download link.

    I'm not sure exactly which bugs were fixed, so you'll have to try it and find out.
    It looks like at the very least, drag and dropping powers won't break the UI anymore.
    I tried to fix everything that was reported... I think the only things I didn't get to were Titan Weapons, Soul Absorption's target cap, and a few Staff tweaks (mutual exclusivity updates, etc).
  21. Diellan_

    Psionic Armor

    Quote:
    Originally Posted by Darth_Khasei View Post
    Right but I don't see that 30 sec buff as OP and apparently neither do the devs.
    There has never been a direct correlation between dev inaction and their opinion of powers. Castle remarked upon Blaze multiple times, but it never got changed, for example. I completely expect to see this power altered on Blasters whenever it is that Synapse and company get around to doing a balance pass on them, even if all they do is make the -Regen unenhanceable.
  22. Diellan_

    Psionic Armor

    Quote:
    Originally Posted by PleaseRecycle View Post
    This thread is fairly moot since something like nine new power sets have already been leaked and psi armor isn't one of them. What they tell us, though, is that there will never be another armor set that relies solely on the old melange of defense, resistance, healing and status protection. At minimum it would include absorb, but I find it incredibly unlikely that they would stop short of giving it its own novel mechanic. How else would they justify selling it for 800 points?
    True, they really do like adding new mechanics, but Staff Fighting tells us they don't mind recycling various other special mechanics in unique mixes (Staff combines the Ammo system from DP, the combo system from Street Justice, and Kinetic Melee's "buff per attack", but has no new mechanic of its own). So we could justify a new set by, say, combining the Global Chance for damage from Fiery Embrace with the new Absorb mechanic. It could even combine that with an Against All Odds type thing and give you a hybrid:

    Psychic Backlash
    Toggle, +Psi Damage, -Recharge
    +25% Global Chance for Psi Damage (doesn't stack)
    +5% Global Chance for Psi Damage per target
    -20% Recharge to target
    Taunt to target

    Psionic Embrace
    Click, +Psi Damage, +Absorb
    +25% Global Chance for Psi Damage
    +some amount of Absorb (whatever is relevant)

    Now you've got a set that gives you a constant amount of psionic damage, a la Fiery Embrace, where that amount fluctuates based upon the number of enemies around you, and you have a click power that will pump that number up to 100% for a short time (making it a match for Fiery Embrace, which is 100% Global Chance) as well as giving you some Absorb.
  23. Quote:
    Originally Posted by StratoNexus View Post
    Well, I am a Power Push fan, so when I need guaranteed KB, I'll lower my damage output and use that, which is obviously something Rad/ doesn't have to do since it can get the stun out of CB. However, usually KB works on bosses better than that stun. OTOH, I have chosen to use PB when I, in hindsight, should have used PP and gotten killed for my hubris.
    I simply didn't take either Power Burst or Power Push (the only powers I skipped from my primary).

    Quote:
    I am still not sure where I fall on PBs ranking amongst the tier 3s. I usually think of them as pretty equal, with the exception of Shout, and Sonic has a lot of other things going for it. Again, I wouldn't argue against increasing the KB and/or KB chance in PB, I just do not find it lacking.
    Shout at least stacks nicely with the other powers... it's still pretty bad, though.
  24. Quote:
    Originally Posted by RevolverMike View Post
    Yeah, debuffs are applying to the players when toggled on. Throw in either of the -resistance procs and toggle that attack on and your resistance will drop by 20.
    Not all debuffs, only those given as a result of IOs or pseudo-pets. It's already fixed in my dev version.
  25. Diellan_

    Psionic Armor

    Quote:
    Originally Posted by Darth_Khasei View Post
    Brute's don't get it so that is up to debate if they ever do. Many powers get adjusted down when as did Psi Shockwave for Blasters. Still not seeing this evidence of OPness from DP.
    Actually, the power was nerfed when moved to Blasters, but they didn't change it for Dominators (because screw you Blasters, I suppose?):

    Dominator Psi Assault:
    100 Melee_Ones% Regeneration, Recovery for 30s (max of 1000%, unenhanced)
    -500 Melee_Ones% Regeneration, Recovery for 30s

    Blaster Mental Manipulation:
    75 Melee_Ones% Regeneration, Recovery for 30s (max of 750%, unenhanced)
    -250 Melee_Ones% Regeneration, Recovery for 30s

    Rise to the Challenge is 100% + 25% per target, for a max of 350%. Instant Healing is 600%. Fully saturated Drain Psyche is the strongest regeneration buff available to players, period, able to beat fully slotted Willpower or Regeneration without any slots - once you slot the power out, it only has to hit a couple of targets to beat entire powersets at survivability. Oh, and at even one target, without enhancement, it will give you more Recovery than 3-slotted Quick Recovery. And it is the strongest -Recovery debuff available to players (nothing else that I know of is more than -100%, and Short Circuit is only 10 seconds). And it is the only enhanceable -Regen debuff, allowing Blasters to tie Lingering Radiation for magnitude and Dominators to be twice the strength(!).

    Part of the problem is that regen and recovery uses Melee_Ones, which is the same regardless of your archetype.