UberGuy

Forum Cartel
  • Posts

    8326
  • Joined

  1. UberGuy

    Blaster ATO

    Quote:
    Originally Posted by Rajani Isa View Post
    Store bought enhancements and ATOs procs use a variable chance to fire - and it's geared towards an average procs/minute.

    Looking at the ATO page at the wiki, the blaster proc is made to fire 4 times a minute, so a base 15 second recharge (or slower) power should always proc. The superior is a 5/min average, so 12 seconds or slower.
    So in a single-target attack, the chance to proc is basically the listed PPM * (Base Power Recharge in sec) / (60 sec). The max chance is of course 100%. So a 15s recharge power with a 4 PPM proc works out to (4 * 15 / 60) = 100%. An 8 second power works out to (4 * 8 / 60) = 40% chance.

    Edit: The reason you have seen both 12s and 15s for 100% chance of activation is that the superior (purple) versions have a PPM of 5. (5 * 12 / 60 = 100%)

    As mentioned, we know that AoEs proc less often, but don't know exactly how much less often. We were told that both the power's target cap and its max radius mattered for reducing the proc rate.

    Right now the AoE nature of "gauntlet" in Tanker attacks seems to be trigger this reduction, and testing by other players suggest that single-target Tanker attacks that should get 100% chances are getting 20% chances. Because single-target Tanker attacks can hit up to 5 targets with their taunt (including the main attack target), this suggests a straight division by the target cap. (20% = 100%/5) If this is correct, it means your best average proc rate is one target per AoE activation, and that assumes your recharge-based proc rate is 100% (15s or longer base recharge) and you always saturate your AoE's target cap.

    This might give reasonable performance for things like the Defender or Brute ATO procs, which give buffs to the user. In such cases, one buff on average per power activation isn't too bad (though remember that such a rate still requires you to hit the target cap regularly). However, for damage procs, the more targets your attack can hit the more inferior such procs look compared to standard IO damage procs, which have a flat chance to damage every target you hit. Because of this, right now I would recommend against slotting the Blaster ATO proc in an AoE unless you both want the six-slot bonus and want to slot an AoE with the good enhancement the rest of the set gives.
  2. Ran one tonight, didn't see anything odd.
  3. Quote:
    Originally Posted by BrandX View Post
    The arguement of "Well I don't want to lose those enhancements" is not a reason for a free respec.
    And you can state this because ... right, you can't. You don't have any inside track to that. Saying we can overlay IOs is no better an argument than saying we could buy a respec on the in-game market. In order to adjust to changes made to our powers by the devs we are having to expend our own resources. That's not how things have been done for quite some time, and if it's the new direction, it's not one I support.
  4. Quote:
    Originally Posted by Archiviste View Post
    I could be wrong (and can't find the info in ParagonWiki), but doesn't zoning to the "opposite" side causes you to lose the advance you currently have in your Alignment missions, i.e wiping out advance towards Hero if you go to the Villains' side ?
    Nope. As mentioned up-thread, it does reset missions you have active, but that's it.
  5. Back around Christmas I tried getting the tool in question to work on Win7 x64 without much luck. Windows programming isn't my main gig, though.
  6. Well, if you're not having fun, you're making the right decision. I can't wrap my head around the issue you're having, but that's not really important.
  7. Quote:
    Originally Posted by Leo_G View Post
    I say you should give Stalker's a shot. Just don't go into it with a 'ninja' concept or anything. Just think of it more like a 'killer' or 'bloodlust fighter'...which is a shame because that's what a lot of my scrappers pretty much are: guys that love to fight and are good at it, pure and simple. The simplified Stalker is much better than the original but it can still be fun if you give it a chance.
    I think you haven't come up with good "role play" explanation for the difference in Stalker and Scrapper mechanics. The way I see it, Stalkers are weaker physical combatants than Scrappers. That doesn't mean they can't do a lot of damage - obviously the whole point of this change is that now they do. However, they don't achieve it through the same manner as a Scrapper. They are more physically fragile in the sense of lower HP, and they don't usually hit as hard as a Scrapper per blow, but they can make up for this in mastery of leading the fight where they want it to go. Assassin's Focus isn't some poor-man's fury - it's the Stalker using their other attacks to set up their opponent for an Assassin's Strike in a critical area. A Scrapper is also masterful, but simply a more direct fighter. They tend to hit harder, occasionally getting in dangerous hits through sheer strength, skill or instinct rather than how the Stalker's more methodically leads the foe to a deadly checkmate.

    The two don't really play alike, even for like sets. Sure, they play similarly - I don't see that as a bad thing, as long as they aren't actually the same.

    Quote:
    Yet the main difference with that and this is...Blasters were changed because they had trouble competing. Stalkers were changed because people were jealous of Scrappers or disliked being bullied with names (I never minded lolstalkers...only when it got in the way of my proliferated sets did I mind) not because they couldn't compete.
    I'd like to know what you think "couldn't compete" means. Because I don't see how you can tell the difference, and how you know with certainty that Stalkers could "compete".
  8. Quote:
    Originally Posted by Sailboat View Post
    Question, assuming it's even possible to determine the answer: is this one of those bugs that only affects characters we log into? Or has it already affected all our characters?
    I don't expect this to be fixed, to be honest.

    Based on the gaps and re-mapping of the attributes in my windows, I think the way the window "maps" to the attributes got changed. In other words, I think our windows said something like this.

    Attrib A -> Lethal Defense
    Attrib C -> Regen Rate
    Attrib D -> Last Hit Chance
    Attrib G -> Recharge Bonus

    After the change, they looked like this:

    Attrib A -> Fire Defense
    Attrib C -> (Not valid)
    Attrib D -> Lethal Defense
    Attrib G -> Range Bonus

    This happened very early in I22 beta, and was never fixed throughout the beta. I /bugged it in beta and posted about it on the beta bug boards. It's not in the "known issues" list on live.

    If my guess about what happened to cause this is right, they would have to run some sort of re-mapping tool against everyone's stored attribute monitor windows. That would probably re-break everyone who has already fixed their monitor.

    So I'm going to bet we're stuck having to correct them, and waiting probably won't help.

    I could be wrong, though.
  9. Quote:
    Originally Posted by BrandX View Post
    I really can't imagine that many who changed their slotting on their Stalker unless the change was trying to turn a 5 slotted attack to a 6 slotted. Is that the case?
    I had it slotted very poorly for recharge and endurance, because it was not an attack I used often. What was slotted in it was desirable to keep. My non-respec choices were to overlay valuable IOs or spend Paragon Points or Reward Tokens on unslotters.
  10. Quote:
    Originally Posted by Elric View Post
    There was actually a very big HO change. Example would be slotting centriole's in the thermal shields would actually give you a better resistance than other sets. Thats just a simple example but i have many toons affected by the HO change that all need respecs because i have enhancements in there doing pretty much nothing now.
    While I was personally affected by that, I refrain from asking for a respec for adjusting to replacing those HOs. Rednames told us long ago that using HOs that way was a mild exploit, and that some day it would change. I feel for people who might have done it because the game allowed it, but I'm not sure that one warrants a freespec on its own based on its "exploity" nature. That's just my opinion, though.
  11. Quote:
    Originally Posted by DMystic View Post
    Correct me if I'm wrong but do the Dark Armor PBAoEs have a taunt component? Seems to me like those would also work as taunt auras.

    And if they don't, I think mobs have a built in hatred of control effects which would also help DA attract agro, making 4 sets viable for tanking on Scrappers.
    The do not have taunt effects on the Scrapper versions.
  12. Quote:
    Originally Posted by T_Immortalus View Post
    You can easily send a bug report in game reporting it, but you went to the forums. Did you just want to say "FIX IT!!" even louder, or did you want to offer up ideas or spark a discussion that could result in ideas?
    Dude, this is the technical issues forum. The devs do read this. Past track record has shown that sometimes they learn about things here that they never saw because of how the QA team handled the bug reports. While it's no guarantee anything posted here will be fixed sooner or ever, that teaches people that there is value in posting here.

    Why do you care?
  13. Quote:
    Originally Posted by Call Me Awesome View Post
    Probably 9999 however I've never heard of anyone reaching it.
    It is indeed 9999. I know someone who capped it.
  14. What Aett and Claws said.

    I don't play Scrappers to be off-tank. If I happen to be able to and one is needed, cool, I might do it. It's not why I'm there. I'm there to kill stuff. If something is bothering a teammate, I go kill it, not taunt it. Taunting is bonus. I don't expect or want that bonus on every Scrapper I play. It's not why I play Scrappers.
  15. Quote:
    Originally Posted by T_Immortalus View Post
    I don't want to dash hopes of a solution. I just think we would be better served trying to think of "why is it broken" and thus "how it can be fixed" or accepting it and hoping and begging for City of Heroes 2.
    Please do not waste everyone's time lurking in the tech issues forum trying to convince everyone that the right way to get bugs fixed is to campaign for a CoH2 that doesn't have them. There are other forums for discussing that tired topic.
  16. Quote:
    Originally Posted by T_Immortalus View Post
    Thus, their tracking("am I on the ground or not? idk") was broken so that the ground now, all too often, has the same issue as the walls.

    The most obvious explanation for the bug is the character tracking and collision detection functions now failing even more than they once did.
    I am not sure that really explains it, at least not fully. When foes die, the game knows they are on the ground. They usually land or stop sliding at the spots we'd more or less expect. But their limbs and torsos continue to twirl and bend in ways that are new. Both things changed in I21.

    Regardless, what actually broke specifically isn't particularly relevant. We players are not likely to answer that question with any authority. What we know is that it broke recently, coincident with an upgrade to the PhysX engine. That matters because it deflates the argument that this is something that's going to take unraveling years of code to fix. This broke in this particular, new way quite recently. That doesn't mean its easy to fix - we can't know that. But it does mean the reason its hard to fix is not that they have to unravel ancient code going back to I6 or something. They broke this last issue.
  17. Quote:
    Originally Posted by T_Immortalus View Post
    Enemies have been sticking in walls and floors and plants(or desks or whatever object) since the game started. I also believe they have been contorted into odd positions for the same amount of time.

    This complaint is about then having trouble picking themselves up out of the floor.
    You are mistaken. This complaint is about a new, significantly more severe version of the issue. Foes get stuck in ragdoll on flat surfaces. Even when they do not get stuck, they contort in ways that are radically severe. This never happened to any appreciable degree until very recently. Yes, critters got occasionally stuck on railings, corners and other detailed geometries, and sometimes got propelled through walls and the like. This is not that problem. This is new. This changed in I21.
  18. Quote:
    Originally Posted by Father Xmas View Post
    Well the three PhysX dlls are now nVidia ones, version 2.845.
    That doesn't surprise me, since I think Nvidia is the only place they could get new versions of it. It seems weird though that they got new versions but they still seemingly rely on the old dedicated Ageia hardware. (Not only is the option greyed out for me, the label still says "(AGEIA) PhysX...".)
  19. Quote:
    Originally Posted by Father Xmas View Post
    They upgraded PhysX so the game would finally support nVidia acceleration of physics since the PhysX API they used when CoV rolled out was an early adopter version of the the API that wasn't compatible with the version of the API that nVidia later ported.
    Are we sure it was for that reason? I have a modern nVidia card (GTX570) with fairly up-to-date PhysX drivers and my game still has PhysX accelleration grayed out.
  20. Just an aside, my machine is running Win 7 64-bit and I alt-tab in full screen mode with wild abandon. Not sure what the difference is, as I know plenty of other people who have alt-tab issues, but I just wanted to throw out there that the issue is not tied specifically to Win 7 x64.
  21. Quote:
    Originally Posted by T_Immortalus View Post
    But, my wish is next to impossible(for this old game built on a flawed base), and I don't think the fix for this bug is possible without rewriting so much of the game that they may as well make a sequel(which would be great for many reasons besides bug fixes).
    It's as simple as that.
    There is no reason at all to conclude that. This is a recent problem, introduced with a new version of PhysX. Based on what was said, it's possible that they only need to re-tune some of the parameters that control the ragdoll behavior.

    Ragdoll physics worked fine for ages before that. Claiming they can't get back to that doesn't make any sense.
  22. Quote:
    Originally Posted by Shubbie View Post
    I have no problem with asking for +2 or +3, but taking all the +2's and gutting another persons trial, then telling them they cant come on yours is about as bad and antisocial as it gets.
    I don't disagree, but how is this an indicator of doom and gloom for certain ATs?
  23. Quote:
    Originally Posted by T_Immortalus View Post
    FYI, I believe the "new behavior" the OP mentions, that we have been discussing, was brought to the game after they worked on knockback to allow flying characters to continue flying instead of being knocked all the way down to the ground from the slightest knockback, taking falling damage as well.

    So yes, "going back to the old way" would mean going back to flying resulting in longer wait to get up from knockback, and possibly falling damage as well.
    That's worse, in my opinion, than enemies that have trouble getting up or end up in weird poses when knocked/defeated.
    This is way off base. It was broken by an upgrade to PhysX. There was a post from a red name saying that was probably the cause, and that it took them by surprise too. It was not changed to fix anything.

    As mentioned, the issue does impact practical play. I have been knocking foes down on flat floors and having them squirm around for 2-3 times what they would have suffered before, during which time I get free hits on them. I have also had NPC-delivered KB do the same thing to my pets, making them useless in certain fights.
  24. Some of us would play a Brute (or even a Tanker) if we wanted those things.

    We don't all want all the features of all the ATs piled on the other ATs.
  25. UberGuy

    The One?

    All of my characters are tied into the game universe. To me, that's one indicator of a well-written back-story. It's not the only one and it's not mandatory, but I feel that it makes a character feel more "solid" when, after you read their bio, you feel as if they "belong" in the game world. I'm pretty careful to not write my own in ways that make them likely subject to conflict with canon reveals or retcons. Because of this, they do therefore usually start as "A character", and become more epic though events that come later.

    This is as important to me when playing characters as it seems your disconnected origin is to you. Having a character with roots in the game gives me a sense of how a given character would react to the plots they encounter in it. A character whose brother was killed by the 5th Column would probably have special antipathy for them. A character who was once banished to a realm of nightmare gods might have a strong reaction to the Banished Pantheon. The Circle of Thorns might have a special interest in the character who is the demonically manifest hatred and anger of a magic-origin hero. Having those kinds of anchors is my replacement for your interest in the person being an epic character of legend. (Not that mine can't aspire to such, but for me, that's what the progression to 50+ is about.)

    I'll say this. I understand very much better now why the presentation of settings like CoV, with its Arachnos-lackey feel, cause such chafing with folks like Sam and less so with me. Don't get me wrong, I am not a fan of CoV's typical presentation of our villains' relationship with Arachnos, but I can see that I build and perceive my characters in a way that is broadly more adaptable to it, where someone like Sam's "THE character" is probably much harder to reconcile with it.