Natsuki

Renowned
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  1. [ QUOTE ]
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    One problem I've been seeing with the progression of things since around I13 (PvP revamp and merits, specifically) is that we are moving closer and closer to normalization and standardization wherever it's possible. It seems like a good idea on the surface but it also means that the unique aspects of certain powers or ATs are being stripped in the name of making everything the same. As someone once said, "once everyone is super, no one will be super."

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    QFT

    Yay! Dommies are now Blasters with pets!
    *waves little flag weakly*

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    Psychic Shockwave was a 25' area effect power that did single target damage instead of Area damage. That *was* a bug that we allowed to stand until this point, since [u]we were not happy with Dominator Performance[u] as a whole. Now that we have the wherewithal to make the scale of changes seen here, it was time to fix that particular issue.

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    I was happy.
    Now I am not.
    I give you Devs another big, fat "thank you for nothing"!

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    Well I would like to cancel out your "I am not happy" with my "I am happy"

    The changes look good and will make playing as Dominator interesting. People seem to be forgetting that Domination damage is now always up, for anyone who didn't have perma Dom, this will be a huge increase in damage and fun.

    People need to look at the game as a whole and not just either level 50 farming or AV fights. These changes are great and the Castle is wise.

    The question in my mind is this,

    How does the damage of Dominators compare to the damage of Defenders and Corrupters?

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    I have to agree with you Peacemoon, I just got done playing my Plant/Psy dom on test server, and I felt more powerful as I went through missions faster WITHOUT using Flytrap nor Toxic Tarantula than I do on Live using both of those pets. My Plant/Psy is a perma-dom, and has 20s down time with Toxic Tarantula currently so it's practically always out to increase my DPS.

    This was against Malta to boot where the final boss is a Robot who resists Psy damage heavily. I could actually go through that boss without spending 5-10 minutes (ok an exaggeration) trying to kill it like I do on live even with two pets assisting me, whereas on test I had no pets and went through the boss faster.
  2. Vista works fine for me, then again, I am now running Windows 7.


    As others stated, it's just not officially supported (Though it should be by now at least for Vista that is. Win 7 is beta and obviously shouldn't be :P)
  3. Sounds like you're asking in the wrong forums. This is for the Test Client and not for the Live Client. If you need Technical Support, try posting in the Technical Support forums instead unless this is regarding the Test Client only.

    You may also want to try submitting a ticket to customer support.
  4. Ditto here.

    Got a .dll missing error, and now, it won't give me next as an option.

    EDIT:

    Ok, it gave me next finally after about 5 mins.. here's the exact error.

    "The program can't start because DfEngine.dll is missing from your computer. Try reinstalling the program to fix this problem."
  5. [ QUOTE ]
    The power is a bit too good on a MM. I fully expected it to be nerfed/removed in the MM version of the set in beta, but there it is in all its glory.

    Bodyguard+SP=OMG

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    bingo.

    My MM's can't die with Bodyguard + Suppress Pain even if I spam out Share Pain (The self-damage massive heal for zero endurance) every 5s.
  6. Natsuki

    Power Myths!

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    I think it does more like dark melee has lower than base accuracy and misses so much its broken.

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    i've always liked that myth myself. That's what really surprises me: people still believe some of these myths even though they can now view the actual numbers for powers in game and even monitor character stats as they play.

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    If I recall correctly, once upon a time this WAS true because Defenses of multiple types would stack. That is to say that because Dark Melee checked against Smashing, and Negative defense types if the foe had Defense to both, they would both get applied against the Dark Melee attack (This applied to other split-damage types, such as Energy Blast). This was way back during i1, or i2 though, I forget, the devs then fixed it so it would only take the highest ever.

    For the most part, the only time this would become an issue was against Sky Raiders, and the CoT Bosses with Dispersion Bubble (as that was the dispersion bubbles, at the time, were the only shields that gave multiple types of defense at once that NPC's had access to).
  7. If I did, it would have only been by mistake..

    And hmm, I never noticed that with City of Data before. Learn something new every day I suppose, just knew that TT behaved strangely, heh.
  8. Ok, snagged a boss to test out Gloom on, so there's a bit more power use (aka Siphon Power, Siphon Speed, Transfusion, and Transference) but I only used Gloom to kill with and it looks like with Gloom it's functioning correctly so far. 16 ticks when scourging, and 8 ticks when non-scourge.


    With that said though, there is definitely something wrong with TT as can be seen above. I might have to test Gloom a bit more to make sure I didn't just get lucky >_> But, I admit I may have been wrong on Gloom, but I knew I wasn't on TT.
  9. Alright everyone, I have your proof that you wanted. Got two strange uses out of Tenebrous Tentacles. Please note that I WAIT until the original TT wore before recasting it.

    I am separating out three different cases.


    Here is the first case. This is a NORMAL zero scourge TT use.

    05-28-2009 09:26:02 You activated the Tenebrous Tentacles power.
    05-28-2009 09:26:02 HIT Steel Strongman! Your Tenebrous Tentacles power had a 95.00% chance to hit, you rolled a 31.64.
    05-28-2009 09:26:02 Steel Strongman MISSES! Mask of Weakness power had a 32.02% chance to hit, but rolled a 89.24.
    05-28-2009 09:26:03 Your Tenebrous Tentacles entangles Steel Strongman for 11.12 points of negative energy damage and reduces their chance to hit!
    05-28-2009 09:26:04 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:05 You activated the Transfusion power.
    05-28-2009 09:26:05 HIT Steel Strongman! Your Transfusion power had a 95.00% chance to hit, you rolled a 77.25.
    05-28-2009 09:26:05 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:06 Your Transfusion drains some endurance from Steel Strongman!
    05-28-2009 09:26:06 Transfusion HITS you! Transfusion power was autohit.
    05-28-2009 09:26:06 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:07 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:08 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:09 You activated the Siphon Speed power.
    05-28-2009 09:26:09 Your Siphon Speed has slowed the attack and movement speed of Steel Strongman while increasing your own!
    05-28-2009 09:26:09 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:10 Tenebrous Tentacles is recharged.
    05-28-2009 09:26:10 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:11 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:13 Transfusion is recharged.


    Here in the second case, the very first tick of damage FAILS to scourge, and the remaining ticks of damage SCOURGE. This is the first time I have noticed this to be honest.


    05-28-2009 09:26:14 You activated the Tenebrous Tentacles power.
    05-28-2009 09:26:14 HIT Steel Strongman! Your Tenebrous Tentacles power had a 95.00% chance to hit, you rolled a 41.09.
    05-28-2009 09:26:15 Your Tenebrous Tentacles entangles Steel Strongman for 11.12 points of negative energy damage and reduces their chance to hit!
    05-28-2009 09:26:16 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:16 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:17 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:17 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:18 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:18 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:19 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:19 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:20 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:20 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:21 Tenebrous Tentacles is recharged.
    05-28-2009 09:26:21 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:21 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:22 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:22 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:23 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:23 Your Tenebrous Tentacles entangles Steel Strongman for 2.46 points of smashing damage!
    05-28-2009 09:26:24 Steel Strongman MISSES! Hurl power had a 32.02% chance to hit, but rolled a 82.58.


    Here in the first case, the FIRST tick of damage scourges, but the remaining all fail to scourge.


    05-28-2009 09:26:25 You activated the Tenebrous Tentacles power.
    05-28-2009 09:26:25 HIT Steel Strongman! Your Tenebrous Tentacles power had a 95.00% chance to hit, you rolled a 14.42.
    05-28-2009 09:26:27 Your Tenebrous Tentacles entangles Steel Strongman for 11.12 points of negative energy damage and reduces their chance to hit!
    05-28-2009 09:26:27 Your Tenebrous Tentacles entangles Steel Strongman for 11.12 points of negative energy damage and reduces their chance to hit!
    05-28-2009 09:26:28 Your Tenebrous Tentacles entangles Steel Strongman for 6.59 points of smashing damage!
    05-28-2009 09:26:28 The Strongman's Mask of Weakness has drained your strength. Your Damage and Accuracy have been severely reduced.
    05-28-2009 09:26:29 Your Tenebrous Tentacles entangles Steel Strongman for 6.59 points of smashing damage!
    05-28-2009 09:26:30 Your Tenebrous Tentacles entangles Steel Strongman for 6.59 points of smashing damage!
    05-28-2009 09:26:31 Your Tenebrous Tentacles entangles Steel Strongman for 6.59 points of smashing damage!
    05-28-2009 09:26:32 Your Tenebrous Tentacles entangles Steel Strongman for 6.59 points of smashing damage!
    05-28-2009 09:26:33 Your Tenebrous Tentacles entangles Steel Strongman for 6.59 points of smashing damage!
    05-28-2009 09:26:33 Tenebrous Tentacles is recharged.
    05-28-2009 09:26:34 Your Tenebrous Tentacles entangles Steel Strongman for 6.59 points of smashing damage!




    So, can I say I told you so that scourge isn't working right now?


    EDIT: By the way, I can't show what I experienced with Gloom in here, because it ticks TWICE as fast as TT does, which means there's two normal ticks of damage per second, or approximately of that.
  10. Touche, I forgot I could I check that.
  11. [ QUOTE ]
    Now, the numbers popping up over a mob's head aren't exactly reliable; I've had whole attacks that didn't show up in those due to either network latency or simply firing too many attacks in a short time frame. The combat log won't lie about it, though, and I have yet to see a DoT stop Scourging in the middle there.

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    Except, there is ZERO Network Latency, and I'm NOT firing multiple attacks, I wait for the DoT to end so the damage isn't stacking over it.

    Of course, one of the problems with the combat log is that it does not differentiate between Scourge and non-Scourge damage.
  12. [ QUOTE ]
    Pets that have a fixed lifespan persist until their duration expires. Pets that have an unlimited lifespan only persist until the owner is defeated. Both kinds cease to persist if the owner leaves the map or zone.

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    I'm not so sure about that.. I did a co-op valentines mission one time with my Thugs MM, and this could have changed since then, but I was with a hero and had summoned my Gang War on the boss at the end, and zoned out immediately. The hero was a blaster, and I not sure if they went afk for a moment or what, but they said the gang war turned on them and killed them. Sure enough, he exited the mission dead.
  13. [ QUOTE ]
    I'm curious... how are you determining that Scourge is stopping in the middle of a DoT?

    I've never seen that behavior.

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    It was rather easy to notice it when I was testing out my new build for my Dark/Kin Corruptor.

    Spam only Tenebrous Tentacles on a foe until they are dead, and wait between attacks for the DoT to wear off. Because of how SLOW the ticks are you can easily see when the Scourge fails. If you can't, well, let's just say you would have to be blind to miss it.
  14. 'fraid I don't use a z-board, my keyboards have numpads built into them for both my desktop and laptop, and they work a-ok on Win 7 for both machines.
  15. What the OP is describing has been used for a long time in Phantasy Star Online games. The way they handle names, is that EVERYONE could name themselves "John Wayne", but each person is given a Number and an "ID" that is behind it (Similar to Global Names that we have in CoX).

    So, if I see a ton of "John Wayne"s and I know my friend is on his char named "John Wayne" what I could do in Phantasy Star Online is switch the display to include (or only show) the ID behind it. If it displays both, it does as "John Wayne (Chioko)" with Chioko being my friend's ID name which is -unique- to my friend.

    When you log into Phantasy Star Online game, you pick a character, then you pick a (my terminology may be off here.. been forever) 'Realm' to go to, this is a generic descriptor for location. Aka, US, Japan, Korea, etc (But they're named something else, the description for it lists a specific language typically). From there you can choose any World (think Channel) to join. At -any- time while playing the character can switch which World they are on, like changing the channel on a TV.

    It basically allowed for people to congregate on a specific place for their language, and then once they've made friends to choose a specific world (Channel) to meet up with that would be "theirs" if they picked a low population one.


    It's really quite something to experience for one-self, and in my not so humble opinion, the Phantasy Star Online games have had the absolute best "server" system possible. Because we could have the "unofficial RP" gathering place (aka Virtue), the place for people that enjoy a thronging crowd of hard core gamers (aka Freedom), and whatever else have you. In addition, it allowed for people to escape from griefers with a flick of the switch by changing channel (As the game had no way to search cross channels, there was no way for the griefer to follow unless they guess correctly). Though, I should also note all of the fighting in Phantasy Star Online takes place in Instanced zones (Similar to outdoor maps for CoX).
  16. [ QUOTE ]
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    You're over reacting. A lot.

    And also wrong.

    Great concept is important, I imagine thats why you picked the powers you picked, not for their effects but for their concept. So you'd pick origin for the same reason and live with the consequences. I really do not understand how this is even an issue it's like you guys are just opposed to new things being added to the game. Maybe you guys should just go play WoW. That way you can have a very clear goal to reach for, and an end game where every character has exactly the same gear or is reaching for the same gear. it might be mroe your style.

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    Despite all the logic and reasoning we give to you, you simply respond with "BUT I WANT IT!!!"

    Fine, have it your way. You can view everyone as wrong and you can firmly believe that you're right. You can cling to your idea forever, but it's never going to happen.

    Thread over.

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    You're not presenting logic or reason you're presenting a bunch of teenagers who's entire argument is "If I can't have everything I don't want anything at all."

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    You're the one that is not presenting logic nor reasoning other than "I want it this way."
  17. [ QUOTE ]

    Now in conclusion, I reject your theorem and it's accompanying ideas. Your judgment and presumptions make you appear and foolish and unintelligent due to your inability to see that more stuff is a good thing.

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    I reject your reality and substitute it for my own! (Name who said that!)



    In all seriousness, I'm with the others. Making anything that is game-play wise Origin specific would be a detriment to this game. Thankfully, the devs agree with us and will not be making anything Origin specific that would have an impact on game-play.
  18. Peter, you are right that Dark Blast does less damage with Scourge, but NOT for your reasons listed.

    Scourge is supposed to be all or nothing. It is working as intended for if the first tick fails, all of the ticks fail.


    However! There is an issue with Gloom, Tenebrous Tentacles, Nightfall, Fire Breath, Frost Breath, Flamethrower, Full Auto and a few others that function in the same way. I have already PM'd Castle regarding this, and he is looking into the issue.


    In essence, the bug that is causing Dark Blast to do less damage with Scourge is that if the first tick Succeeds, the subsequent ticks CAN fail. This is not intended, and this is new since I13 (When CoV first released, it worked without problems, but something has crept in since then).

    With that said, it may now be possible (once the bug is fixed), for the above DoT powers to re-check Scourge on every tick so that if the first tick fails, the remaining follow up ticks may trigger. But, I wouldn't hold my breath, they may make it go back to the status quo of all or nothing. (As currently it's most or nothing)


    PS: In your example that you provide.

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    Say an enemy has 200hp, and I already have them down to 50% (100hp). Now I hit them with Gloom, and follow up with dark blast queued up. Before dark blast hits, four ticks of gloom go off, so the enemy's at 63.3hp. This means they are 18.35% below half-hp, and I have a (18.35%*2.5) = 45.875% chance to scourge on Dark Blast. Had Gloom been a burst damage power, the enemy would have had 100-73.4 = 26.6hp, which is 36.7% below half-hp, giving me a (36.7*2.5) = 91.75 chance to scourge on Dark Blast.

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    Whether the Dark Blast that follows up Scourges or not, as the foe only has 26.6 HP remaining, Dark Blasts base damage of 41 is going to kill him. So, Scourge makes no difference in assisting with this particular kill. In fact, the majority of "Scourge" kills in a Corruptor's life are indeed "overkill".

    For the most part, only Bosses and higher will scourge actually make a difference in the kill rate of the foes.
  19. Slot IO Sets, such as the purples, are incredibly inexpensive to get a good amount of +recharge for perma-dom.

    In addition, Recluse Strike Force. Perma-Dom + Mass Hypnosis = Perma-Slept Heroes = Easy RSF.
  20. Natsuki

    Tech support?

    Have you /bug'd it Hookecho? If not you should as that's the only way their system will have the tickets showing.
  21. Coming Soon(tm) aka i15 I believe.
  22. Ignore them I say. If and when it does get looked at by one of the GM's they will be the ones to determine if it truly is a farm map or not, and if it is as you say, not a farm map, you have nothing to worry about and what they will do is make your arc immune to bannings. Or something like that, I don't recall the exact terminology to be honest.


    *Is wondering if anyone else sees the 'new thing' that 1-star bandits will do, aka report all arcs as "farm maps" due to Posi's announcement*
  23. [ QUOTE ]
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    If you are gaining xp with 0 risk, it's abuse (if you can herd/pull 3 critter groups and drop them all in under 3 minutes with over 50% health/end remaining, I'd call that close enough to 0 risk). This includes door sitting.


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    I have toons that can do that with pretty much most available factions in game... Well, not gain xp since it's really hard to get that last xp needed to hit 51, but still.

    Guess I'd just better stay away from MA all together to be on the safe side. I'd hate to have one of my billion dollar build toons deleted.

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    Yah.. I should apparently stay away even with my Single Origin Enhanced chars because I have a few that can do that. Only reason they're using SO's is because of how cheap SO's are via tickets, heh. :x
  24. [ QUOTE ]
    Just my opinions:

    If you are gaining xp with 0 risk, it's abuse (if you can herd/pull 3 critter groups and drop them all in under 3 minutes with over 50% health/end remaining, I'd call that close enough to 0 risk). This includes door sitting.

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    Wow, then let's ban all /Shield Brutes!

    Are you really serious with that? A shield brute at full fury can Build Up > Shield Charge, and kill all minions in a spawn even if they're +3's, and I've been able to do it against +4's too.


    And, this Shield brute of mine that I've been able to do this with, doesn't even have IO's yet, just using SO's still, heh.