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kjeron

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Posts posted by kjeron

  1. 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.
  2. 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.
  3. 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 auto-criticals though, a TE's Rally will still buff anyone with at least Critical Targeting L5 to 100%.
  4. 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.
  5. 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.
  6. [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?
  7. [quote name='Slayerman' timestamp='1329829042' post='54175']
    UPS have lost parcels before! 0.5% chance your 175% FoTM is "lost in the post" :panic:

    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
  8. Would it be possible to extend the Seeker's Fold Space and Cloak skill to L7, but give them different L6&7 skills than the JE/JD have?
    Would enable them a few more skills without adding/removing more.
    Something Like:
    Fold Space L6: Teleport Enemy Group (opposite of Summon Enemy Group)
    Fold Space L7: Seeker Equivalent to Wormhole/Return

    Cloak L6: Warp Combat Cloak (self only)
    Cloak L7: Group Combat Cloak (no warp) (might be too difficult to implement interruption properly though)
  9. [quote name='Terrell' timestamp='1329795553' post='54147']
    (I also think that the Scout should get their own version of the Miner/Sculptor line too).
    [/quote]
    N7 database, Item Search, Badger's Claw
  10. [quote name='Tienbau' timestamp='1329782109' post='54113']
    1. Should this be an item effect or a new skill? I am leaning toward a new skill myself.
    [/quote]
    Whether a skill or activated device would be better really depends on how numerous and aggressive mob debuffs are going to be, and how effective the JT should be at countering them. Right now the only existing debuffs are those applied by poprocks, and the 3(-speed, -impact, -explosive) applied by gravity link. Both the item and skill would be quite useless right now, though could be very desire-able once mob debuffs are fully implemented. I also think that a build skill should be dropped, if any.
    [quote name='Tienbau' timestamp='1329782109' post='54113']
    2. Should there be positive buffs too? If so should these be JT-only items? Should the TT and PT also be able to use them?
    3. What, if any, form should the debuff's take? Are these item based?
    [/quote]
    Should an activated device be chosen, I would not allow the TT/PP access to it, as that would defeat the point of giving the JT something unique.
    Whether a skill or activated effect is chosen, the device should follow the standard layout:
    Primary Effect = a +skill levels buff, or the activated effect itself, depending on which is chosen.
    L3/4: Primary Effect
    L5/6: Primary Effect, Secondary Buff, Undesired Debuff
    L7/8: Primary Effect, Secondary Buff
    L9: Primary Effect, Secondary Buff, Tertiary Buff, Manage-able debuff
    Secondary Buff Suggestion: Shunt to Reactor (Equip) - Only trader without access to this buff currently.
    Undesired Debuffs: Beam Friction, Slow Beam, Reduce Beam Range, Cripple Reactor, Weaken Deflects
    Manage-able Debuffs: Increase Mass, Increase Warp Cost, Slow Warp, Weaken Psionic
    Tertiary Buff Suggestion: Scan Boost, Reactor Recharge, Equipment Damage Control -
  11. [quote name='Orga2' timestamp='1329609436' post='53993']
    I would recommended this only because last ST3 when i had more time to play I mean test for days on end. I notice something very odd about how the mechanics of it stored player data. Lets Say i target a cl 66 mobs now at lvl 150 and cl being at 50 exactly not over the cl 66 mob, it reminds a tough one to solo. Now lets say we raise the bar and over dinged on the cl to 70 cause we have a bored TE flying around killing nothing but cl 66s not beefed up yet how can one do that? This was dating back to ST3.

    My theory the system adds on and it keeps virtual track of the strength points i guess not to mention the increase skill effects that say, increase X ability by 0.11skill points those go up in number i believe. So in away that isn't being psychically tracked by players but the mechanics or the game is still is keeping track of those over ding numbers. I don't know how but i witness this awhile back. I believe it's still working that way because I know a guild m8 who's cl if registered would be like 89 and he can practically solo anything cl 60 to cl66 and it just adds on to the strength of his skills and w/e makes the mob weaker to higher cls. Just an example of course the fb has been tweaked where he brings a group with him now but it's crazy, my only explanation why we should see psychically track numbers and why raids who the players might be above cl 50 can clear 1 out quicker then they normally would at cl50. Not to mention the dps that would still increase with those high lvl gears.
    [/quote]

    The game still uses CL50 no matter how many times you over-dinged it. The only benefit is the additional skill points.
    Back in ST3, and for a while in ST4, CL66 only meant it had that much more shield/hull, there was no increased difficulty, just increased killing time.
  12. [quote name='Terrell' timestamp='1329547439' post='53944']
    L9 devices with debuffs also add a positive buff at L9. I was hoping to get around the debuff problem, by not adding a 3rd positive buff to the device. Also if the Seeker has to have a sig debuff on a L9 dispel device, she'd just use the L8 one and be done with it.
    [/quote]

    Their loss. With very few exceptions, the debuffs on L9 devices aren't worth worrying about.

    [quote name='Terrell' timestamp='1329547439' post='53944']

    Don't expect Jenquai who survive by stealth to equip anything that's going to give them a high sig during a raid or combat.
    [/quote]

    It only affects the base sig., +30% signature is +.15k for a Jenquai, it won't make any difference. It's progen and terran that get hit with it, at +.75k and +1.05k sig.
  13. [quote name='Darkdronen' timestamp='1329530559' post='316']
    Just wondering also, does improved projectile handling and increase projectile wep skill stack? even though both buffs say they increase projectile accuracy.
    [/quote]
    All the following should stack:
    Increase Weapon Skill (Equip) : +accuracy via skill levels
    Improved Projectile Handling (Equip) : +accuracy via skill levels
    Improved Projectile Handling (Activated) : +accuracy %, +damage %
    Increased Accuracy (Equip) : +accuracy %
    However, skills are capped at L10, so unless your weapon skill is really low, you won't get any benefit from stacking the two that increase skill levels. The two that add directly to accuracy should stack beyond that though. Whether they work or not, and how accuracy stacks or is capped, I don't know.

    [quote name='Darkdronen' timestamp='1329530559' post='316']
    I'm not sure if this is intended but any item that can be PM with the buff improved projectile handling does not increase past 100%. For example a lvl 9 decay novem increases projectile wep skill by 3.93 at 100%, it also does the same thing at 200%.
    [/quote]

    Perhaps we should get another bug report/thread started listing all items and their buffs that do not scale with quality. Unfortunately this issue is both item and buff dependent, some items are a mix of scaling and non-scaling buffs, some buffs scale on one item but not another, and some are not intended to scale ever(Equipped Weapon Turbo's). Would require the exact item and each of its buffs that are not scaling. This will also be difficult due to two display bugs: one that rotates buff display values among an items buffs, and one that prevents their values from updating until they are moved.
  14. [quote name='Terrell' timestamp='1329526668' post='53917']
    How big are these dynamic faction requirements going to be? Are people going to have to be hostile to IC (-2000), or just be neutral? I don't think too many people are going to want to be unable to land at Somerled, or other major (playable class) faction bases, to be able to do a mission. Be sure not to make the other requirements such that the mission isn't worth the faction requirement.
    [/quote]

    I read it as your other factions will only be used to decide how much Collegia faction is required. So if your friendly with the Centuriata or hated by Infiniticorp or Red Dragons, it will require less Collegia. If your hated by Centuriata or friendly with Infiinicorp or Red Dragon, it will require more Collegia. With a maximum increase/decrease range of 60%-180% of current Collegia faction requirements. And each NPC would have their own addition faction that would raise/lower the Collegia requirement in addition to those.
  15. Ideas:
    If Device Line:
    L3: 1 Debuff
    L4: 1 Debuff Groupwide

    L5: 2 Debuffs
    L6: 2 Debuffs Groupwide

    L7: 3 Debuffs
    L8: 3 Debuffs Groupwide

    L9: 4 Debuffs Groupwide

    If Skill:
    L1: First skill - 1 Debuff Self only
    L2: +1 Debuff
    L3: Second skill - 1 Debuff Any Player
    L4: +1 Debuff, (3 for T1 skill, 2 for T2 skill)
    L5: Third skill - 1 Debuff Any Player, +50 Psi resist(5-10sec)
    L6: Fourth skill - 1 Debuff (1.5k Area), +20 Psi resist(5-10sec)
    +1 Debuff, (4 for T1 skill, 3 for T2 skill, 2 for T3 skill)
    L7: Fifth skill - 2 Debuffs (3.0k Area), +30 Psi resist(5-10sec)
    L8(item-buffed): +1 Debuff (5 for T1 skill, 4 for T3 skill, 3 for T3 skill, 2 for T4 skill, 3 for T5 skill)
    L9(item-buffed): -
    L10(item-buffed): 5 for T1 skill, 5 for T2 skill, 4 for T3 skill, 2 for T4 skill, 4 for T5 skill)

    Energy Cost and Activation time exact same as Recharge Shields.
    Maxed out with a +skill item buff, L6 would remove 2 in half the time the L7 would remove 4, same as L6 Shield Recharge restores half the amount of L7 in half the time.

    I don't know if that would be too many debuff's being removed, though it would enable a JS to commit to keeping the group clean with another healer already present.
    I wouldn't have it check debuff type, how severe a debuff is largely depends on what class/race/play-style it's used against.
  16. Here's some more:

    Worsen Beam Handling (Equip) - Beam damage is unaffected, can't test accuracy part though.[list]
    [*]Europa C/9000
    [/list]
    Group Hug (Activated) - Activated version of Hull Damage Control[list]
    [*]Snugs 'N Hugs ____ Plush ____
    [/list]
    Slow Weapons (Activated) - Unsure if actually works, however the value becomes worse as quality increases, not better.[list]
    [*]Biomechanical Languor
    [*]____ Lodestar
    [/list]
    Decrease Speed (Activated)[list]
    [*]Burden ____
    [*]Lethargic ____
    [*]Singularity Mortar
    [/list]
    Decrease Maneuverability (Activated) - Gravity Link produces a noticeable difference, the item debuff does not.[list]
    [*]Satyr's ____ ____
    [*]Singularity Mortar
    [/list]
    Experimental Weapon Efficiency (Activated) - I assume it should be weapon energy cost conservation.[list]
    [*]DigiApogee RMU Prototype # ____
    [/list]
    Worsen Beam Handling (Activated)[list]
    [*]Atrophy ____
    [*]Crystalline Aparatus
    [/list]
    Worsen Projectile Handling (Activated)[list]
    [*]Decay ____
    [*]Crystalline Aparaus
    [/list]
    Worsen Missile Handling (Activated)[list]
    [*]Crystalline Aparatus
    [/list]
  17. Vote no for un-hiding everything.
    Vote yes for correcting or removing misleading information that's still there. In particular:
    the drop list on mob search
    items listing "hidden drops" when they only drop from mobs that either don't spawn or spawn in sectors unavailable
  18. JD has plenty of options, and really doesn't need it.

    Neither the JE or JS really struggle with high level mobs, they're slower on the output yes, but they have significantly better defensive potential.

    Was it intended to be Unique, because it wasn't when it first started dropping, but now is?
  19. [quote name='Zackman' timestamp='1328487715' post='53147']
    This is the part i was refering to in my previous posting - i repeat:
    [color=#ff0000][b]This math is wrong.[/b][/color] (you might want to reread my posting)
    [/quote]
    Depends on what your adjusting. Rate of Fire or Reload.
    Turbo increases rate of fire by XX%. 60% = +60%dps
    It does not reduce reload by XX%. 60% = +150%dps


    [quote name='Zackman' timestamp='1328487715' post='53147']
    I know something different so you can you show me a source for this?
    [/quote]
    [url="http://www.earthandbeyond.ca/server/patchviewer.jsp-id=644.html"]http://www.earthandbeyond.ca/server/patchviewer.jsp-id=644.html[/url]
    Turbo changes-
  20. It stacked parallel in Live, so it stack parallel here. It's not wrong, its a decision of balance.
    Damage enhancement and turbo are applied separately, not added together.

    Currently:
    DMG = base x [ 1 + Weaponskill%(25-200%, L2-9) + Enhance BM/PL/ML buff + Focus/Precision/Force buff + (A)Weaponskill buff ]
    ex: base = 235.3 (PM Infused Bile)
    845.4329 = 235.3 x [ 1 + 200% + 39.9%(Intolerance) + 4%(AWCS) + 14.4%(Sting8) ]

    Reload = base / [ 1 + Equip buff BM/PL/ML + Equip buff Weapons + All diff value (A) buffs ]. Currently capped @ 50% reload.
    ex: base = 1.3 (100% FotM)
    .722... = 1.3 / [ 1 + 40%(FotM) + 20%(PB) + 15%(Dreadmail) + 5%(Aegis) ]

    DPS is still DMG/Reload.
    845.4329 / .722... = 1170.6 dps

    Changing it now just means raising mob shield/resists again.

    The buff states that it reduces delay by XX% simply because its outdated - thats how it originally functioned in Live, until they added too many that they had to nerf its effectiveness. They never bothered to change the wording.
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