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kjeron

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Everything posted by kjeron

  1. The BTSE is literally an overnerfed BCSR. Both exist because both existed in Live. The BCSR was never removed, it just stopped dropping. IIRC they overreacted to an exploit, which doesn't exist here, and the BTSE was the result. Every item with "Shunt Shields" has an inferior "Reroute Shield Energy" version. BCSR : BTSE Warrior's Heart : Warrior's Pride Martyr's Heart : Shield Energy Converter Chlorosynthesis : ??? Deadly Surge : Power of the Ten-Gu Renaming and giving the inferior line to the Scout sounds good to me though. And a reroute version of the Chlorosynthesis in their home sector to go with it.
  2. [quote name='Phorlaug' timestamp='1339820411' post='59026'] I don't think your taking a few things into concideration. This is dependent on the NPC and NPC levels. Look at your ship equipment. At the top center your see "Ship stats" I'm not going to go through the list, so I'll just focus on the two important ones that I feel pertain to this disscussion. Missile Defence and Turn rate. [/quote] Aside from the chance provided by cloak and afterburner, mob shots currently cannot miss. It is a part of why cloak allowing it is so powerful, because mobs dps is based on every single shot always hitting. If those stats were taken into account, and mobs had less than 100% accuracy, and mob DPS was increased to compensate, and cloaking just lowered their accuracy slightly, it wouldn't be such a problem.
  3. The chance may be based on the killing mobs CL? Quality damage occurs quite frequently when you die at raids, up to 2x 10% per incapacitation. Structural damage usually just drops to 0% whenever something takes quality damage, it might take a few points otherwise, but still has no effect unless you relog or reinstall the equipment. If you really want to see it's frequency, get a Chavez-friendly explorer and another toon with dummy equipment, and let the Controller mobs repeatedly kill the dummy, then JS them over and over.
  4. [quote name='Ryle' timestamp='1339487287' post='58813'] Oh by the way, someone brought up earlier in the thread about how the JDs sustained DPS is gimped because it has to cloak between firings etc. Most of the beam weapons at tier 9 (especially the most used three) are like 8-10 second refire rates, and with turbo maxed thats what, 5/6 seconds? So basically your cloaking times in between firings... youre still firing as often as you would uncloaked. By the time youve cloaked, your weapons are ready to fire again immediately, with every single salvo using stealth strike damage bonuses. Your "spike" DPS is sustained over time. Must be nice having the equivalent DPS of 10 uncloaked beams all the time. [/quote] The higher reload beams are used to reduce the amount of dps lost to managing cloak, even then they still lose 15% dps from what they could achieve if they didn't have to worry about reload times as Terran/Progen don't. Beams dps is only 75% of the equivalent Projectiles and Missiles. So 10 of them comes out to: 10 * 75% * (1 - 15%) = 6.375 Projectiles/Missiles Which is why equally geared a PW will always out-dps them in a sustained fight if they use at least either Inversion or Sap. If they can't then either turbo or looting rights are broken again. The JD lost nearly(entirely?) all of its fragility in the AI changes, that is what is allowing the feats they're achieving right now. I am agreed on inserting at least one or more, L7 Shared Scan, See Cloaked mob at each raid. Either the boss itself or the strongest of the non-boss mobs, something that isn't a pushover to kill.
  5. [url="https://forum.enb-emulator.com/index.php?/tracker/issue-53-cloak-issuesexploits/page__gopid__129#entry129"]First report of the bug[/url] [url="https://forum.enb-emulator.com/index.php?/tracker/issue-233-insta-cloak/page__gopid__739#entry739"]Second report of the bug[/url] It still exists, and is impossible to not benefit from it, but nor has it ever been reliable. Rapidly activating&deactivating skills has a history of causing problems here. Damage while cloaked:[list] [*]Damage that occurs once cloaked is reduced by half. [*]Damage that occurs once cloaked also has a chance to be '0', and appears to be a higher chance the closer it hits to the moment cloak activates(which all beams hit exactly at, projectiles and missiles usually hit after cloak has finished). [*]At least one of the two needs to go. [/list][list] [*]Damage to the hull can, and usually will, interrupt cloak. Shield damage currently does not. [/list] Mob AI:[list] [*]Mob AI has been having a difficult time at Raids ever since March when they started experimenting with new AI. The problem is not cloaks activation time though, I can wait a couple seconds before re-engaging cloak and still not get shot at. The problem is that the mobs are waiting too long before they even aggro, whereas before, if you had previously aggroed them, they would instantly aggro when you uncloaked and start turning to shoot you, now they wait so long to aggro that you can recloak without ever aggroing a mob. [*]The few times a mob does remain aggroed to you, they can shoot you instantly coming out of cloak, if they are already facing you. [/list] Mobs firing beams and projectiles out their ass:[list] [*]Not possible while solo, which is part of why JD's are forced to play solo, mobs need a another valid target to exploit and shoot backwards at you. Except for when they are in flee-mode(moving at double speed to their anchor point), which needs to be removed entirely. [/list] Improved Cloak Equipment:[list] [*]This buff still does absolutely nothing, and has no part in the problems with <3s cloak time. [/list]
  6. /range Displays range to target, center and edge. The "edge" distance is true range used for skills, weapons, and activated effects. Useful against large mobs such as the later Fishbowl Bosses and Nagifars. /trade (playername) Opens trade window with player, must be grouped and in the same sector(not in stations). Great for getting around the "out of range to trade" problem that occurs while in formation sometimes.
  7. [quote name='Algaron' timestamp='1334855467' post='56904'] Folding only 6.5k doesn't necessarily mean you fold 6.5k away from a mob. For example a mob is 2.5k away from you - you use fold space and it plops you 4k away from the mob. [/quote] Don't fold space towards the enemy when your trying to escape. JD's get a directional teleport unlike the JE/JS. 6.5k + 2.5k = 9k, more than enough outside of raids.
  8. [quote name='Byakhee' timestamp='1334464674' post='56789'] You will need to reduce your Red Dragon Faction to below +1000 to qualify. [/quote] That's A LOT of faction grinding for some of us, especially after you said this: [quote name='Byakhee' timestamp='1329614054' post='54002'] Each friendly grants a reduction on 20% Each unfriendly costs an increase of 20% So Maximum is now 160% (ie not friendly and very unfriendly) Work in progress though, working on implementing it on the Shield Line first. [/quote] Related - We really need faction caps implemented.
  9. It's a known bug, labeled "sticky buffs" in the bug tracker. Buffs and debuffs, both activated and equipped, are lasting until logout.
  10. Impossible to determine most of this at present time due to persistent bugs with various buffs, however, prior to them: -Raid worked properly everytime, though some of the spawns take some patience waiting for them even after the "Incoming" message. -Graphical lag - none recently. -No bugs specific to the raid noticed. However it is affected by the bugs with formations. Difficutly: -As with most mobs, they lack skills and item debuffs. -They're primary threat comes from slow firing, high damage missiles, which makes L8 shields exceeding dangerous, but is not much threat if a TE/PW can hold the aggro. -Part(half?) of this damage is plasma, which from mobs still does its damage in a single packet, once it is spread out over time they will lose a lot of their potential. -Too easy at present, consistently doable with 3 toons, possible(but not practical) with 2. Drop rate is fine if it required a near full group (5-6). Overall setup is nice, 5 weak, 2 strong, repeated 4 times, then the boss spawn. My opinions: The groups of 2 Destroyer Class's represent the warriors coming to the aid of the explorer/traders groups of 2 Frigate Class's. They're Jenquai, give them some beams, and the Destroyer's Combat Cloak. The Cruiser's represent Capital Ships, and every Capital Ship should have the Rally skill regardless of race/class. Give the Destroyer's an arbitrary increase in level, they should be worth more exp. than the frigates.
  11. kjeron

    Mob Dps

    Damage is lower, but there is a problem - they still deal Plasma and Chemical damage in one large packet, rather than over time as they should. Once the damage is spread out the overall dps can be increased, significantly in some cases. However, I can't agree with your memories of Live - Voltoi, Ten-gu and other normal L50+ mobs(even named) were easy to solo with only PM gear at OL140+ for the 3 warrior classes.
  12. For all your basic loot(equipment, weapons, organic trophies, broken ship parts), as well as ore, refined ores, and components:[list] [*]Item level [*]Your trade level [*]Trading to a player results in twice the exp as trading to a vendor. [/list] For trade goods(anything with a green tag at the top) and alcohol, whether they were bought or looted:[list] [*]item level [*]your trade level [*]who you sell it to, which determines: [*]the profit you received for selling it [/list] Who you sell it too largely determines the amount of profit and therefor experience earned. Basically follow the trade routes if you want any experience for them. Usually not worth it to hunt for looted trade goods, even thought they are treated as having 0 cost. For Both: Lower trade level = higher exp Higher item level = higher exp. As trade level gets higher, lower level loot will stop giving exp. at all.
  13. [quote name='Kyp' timestamp='1329335345' post='288'] No Item Provided, effect in general dead(?):[list] [*]Improve Critical Targetting (for non warriors/non progen) [*]Hull Damage Control (for non warriors) [/list] [/quote] It's the first item listed in the Broken buffs thread. Not sure why it mentions nonwarrior/nonprogen though. And as I posted in the JD thread where you also asked about it: [quote name='will' timestamp='1331049287' post='55029'] The Equipment buff for Critical Targeting is turned off. It doesn't work for anyone anymore. JD&PW's were getting ~100% critical hit rates with a DG/CFB until sometime last year. Critcal Targeting is stacking additively in-game, whether or not it should: 70% + 28.6% = 98.6%, instead of 1 - (1-.7)x(1-.286) = 78.58%. Only prevents solo JD/PW auto-criticals though, a TE's Rally will still buff anyone with at least Critical Targeting L5 to 100%. [/quote]
  14. Poprocks can have some very high debuffs on them, i think I've seen as high as -79. So there is at least some use for those explorer-only devices. The only other currently available deflect debuff is mobs using Immobilization field, for -30 explosive/impact, so getting upwards of 80 to at least those 2 is still useful at certain places. I don't remember multiple skills deflect buffs stacking in Live as they do right now though, currently Rally + Enviroshield + Shield Charging is +70 to all deflects at max level, a PW with Combat Trance can get another +34, for +104 without any equipped deflects. I only ever remember getting the deflects from Rally, as it was always the highest one, similar to only getting the highest equip buff.
  15. The bug with the buffs stacking and remaining is relatively new. The thrust bug is ST3-OLD, and here is what what I have so far on it: When Warp, for whatever reason, ends. Stage 1 : Immediately attempt to reactivate warp. IF: Warp cooldown has begun OR suffering from Gravtity Well Warp Failure, Stage 2. IF: Niether, stage 3. Stage 2 : Warp is unavailable, call to warp ignored, ship remains stationary. Stage 3 : IF: Warp target is too close for warp OR Warp button was previously pushed within 1 second of this activation, Stage 4. IF: Neither, stage 5. Stage 4: Call to warp ignored, ship continues to drift(engine off, skills that check for "moving" do not think you are moving) at the following speeds: IF: previous thrust action was forward: begin drift at maximum forward thust speed while coming to a stop. IF: previous thrust action was stop or warp: ship attempts to drift at warp speed, then is immediatley pulled back to a halt(distance is lost). IF: previous thrust action was reverse: continuous drift at maximum warp speed. Stage 5: Immediately begin Warp Charge for new destination, bypassing Warp Cooldown of the warp that was just exited. The problem occurs first because there should not be any window of opportunity between warp ending and warp cooldown beginning, but there is. Second, because of the "Anti-Spam" restriction on the warp button, it shouldnt exist anyway, and since the restriction was introduced it has made every version of this bug easy reproducible. Please remove it.
  16. while the 10k+ warp isn't sustainable, I have managed it a few times without reverting to the 3500. As for 1k thrust speed cap, that's only for proper usage, which this isn't about, improper highest thrust speed = warp speed, over 10k thrust, and no the server and/or client does not like it, rubberbands continuously. As for the bug, every activated buff is lasting indefinitely (until logout), and every single activated buff is stacking as long as they come from different items. Some Equipped buffs are also lasting after being uninstalled, but not all. [url="https://forum.enb-emulator.com/index.php?/tracker/issue-164-sticky-buffs/"]https://forum.enb-emulator.com/index.php?/tracker/issue-164-sticky-buffs/[/url]
  17. All classes can solo just about every non-raid mob. The only ones any certain class can't solo are due to environmental effects: Radiation, Gravity Wells, and Gravity Shears. How you want to kill those mobs is what you need to decide.
  18. kjeron

    Combat Cloak

    Cloak's been a roller coaster of effectiveness so far. From what I remember: ST3: auto-interrupt on any damage - useless ST4: beginning to Mordana: no interrupt, full damage immunity once cloaked - overpowered shortly after Mordana: auto-interrupt on any damage - useless very shortly after that until now: no interrupt, half damage once cloaked, partial chance of avoiding shots once cloaked (the 0 damage) - still overpowered compared to live, not as much here considering almost every mob was given missiles. My vote: Activation interruption should be no different from any other skill, if enough damage is done during the activation, skill is interrupted. Once complete and active: Shot's that were en-route while cloak was activating should not disrupt cloak, but should hit as normal. Shot's made by mobs with "See Cloaked" after cloak has finished, should be able to disrupt cloak, either enough damage over time or % chance per shot. If any evasion bonus is going to be applied, it should only be towards missiles, Beams/Projectiles are fire&forget, they don't need to see their target, fortunately a stat exists for this, Missile Defense, though I don't think it has any implementation yet.
  19. [quote name='Tienbau' timestamp='1331781077' post='55534'] I just had a look at the source for Recharge Shields - see this: [font=Consolas][size=2]ARechargeShields::CalculateShieldCharge ( [/size][/font][font=Consolas][size=2][color=#0000ff]float[/color][/size][/font][font=Consolas][size=2] SkillLevel, [/size][/font][font=Consolas][size=2][color=#0000ff]long[/color][/size][/font][font=Consolas][size=2] SkillRank )[/size][/font] [font=Consolas][size=2]{[/size][/font] [font=Consolas][size=2] CMob *p = GetPointerToCommon();[/size][/font] [font=Consolas][size=2][color=#0000ff] float[/color][/size][/font][font=Consolas][size=2] ChargeAmount;[/size][/font] [font=Consolas][size=2][color=#008000] //TO-DO: Write in code for buffs to shield charge ammount per lvl &[/color][/size][/font] [font=Consolas][size=2][color=#008000] // to overall ammount charged. If needed.[/color][/size][/font] ... I think that pretty much answers the question. It's an extra line or two of code to add here to implement the item buffs. I'll leave it for the new dev so he can get the hang of things. cheers, TB [/quote] Recharge Shields Skill equipment buffs already work, I would guess it alters the "float SkillLevel" directly.
  20. All skills with testable effects and working equipment buffs are currently capped at L10: Navigate Shield Recharge Hull Patch Gravity Link Rally Combat Trance Summon Environment Shield Prospect Repulsor Field Shield Inversion All effects that scale do so proportionately up to L10, regardless of how high they would be. Most can reach SL11.5, Gravity Link can reach SL12+, but effects only scale up to exactly L10.0. Weapon skill level buffs only add to accuracy, so unable to test whether buff actually works. However, against a CL66 the difference in Combat Level may render it irrelevant anyway.
  21. There's a large surplus of Taniwha's and Tatsu's Pride from when they were spawning like crazy in hulks, and then later again in asteroids. Current drop rate has nothing to do with it, if its ever changed. The supply will never decrease, they just get rotated out to new toons. Then again, Agrippa has switched the value of the tatsu/taniwha from their conservation buff to their unrestricted damage resist debuffs.
  22. Scan range is currently capped at 30k. Has been ever since right after the JD&JE's L7 shared scan started stacking infinitly, that's been fixed, so this cap isn't needed anymore. [quote name='Tienbau' timestamp='1330944740' post='54940'] None of the things you talk about have changed at all for ages, other than follow, which now works in a more organic fashion - before it just 'cheated' and directly pointed the ship at the target which was a bit naff. [/quote] A few problems with the current auto-follow system: (note - these have nothing to do with the new mob AI) First, it doesnt appear to apply any increases to your Maneuverability rating that you may have, but instead uses a set base amount. Second, is that when autofollow turns a player ship to face a mob, it does so in a very inefficient manner. While mobs, when they don't turn instantly or shoot backwards, turn in a far more efficient manner. Quick Illustration: blue=player, red=mob, and paint has no spellcheck pattern [attachment=1406:follow.png] This leads to player's taking far longer to turn to face a mob than it should, especially if the mob is moving further out of their line of sight. Mobs, however, dont have to worry about the player staying out of their line of sight while they are turning, they have a set timer for how long it will take them to face you, after which they will instantly turn to face you no matter where you are. You literally cannot out-maneuver a mob, unless you hack its engine, which prevents them from turning entirely.
  23. It does look like a swarm of bugs. They don't run away when attempting to follow them, a welcome improvement, but since their optimal distance is only .41k, don't know how this will work on mobs with optimal distances that are longer than our follow distance. While aggroed, noticed maximum reverse speed of 100, maximum forward speed of 240, no high speed bursts that they exhibit when not aggroed. Cloak plays havoc on them though, they instantly return to their high speed bursting the moment cloak finishes, and they don't have strong enough aggro to engage a target that immediately recloaks.
  24. [quote name='David' timestamp='1329893684' post='54219'] Why dont we create a raid with mobs and have people warp around and some people killing. We can do this in 2 or 3 sectors to balance some of the load. [/quote] The Halloween Raid maybe?
  25. kjeron

    Mail System

    [quote name='Slayerman' timestamp='1329829042' post='54175'] UPS have lost parcels before! 0.5% chance your 175% FoTM is "lost in the post" mwah ha ha ha ha ha ha ha [/quote] 20% chance it arrives broken(-50%quality) 40% chance it arrives dented (-10%quality) 5% chance it arrives at someone else's doorstep
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