Jump to content

kjeron

Members
  • Posts

    228
  • Joined

  • Last visited

  • Donations

    0.00 USD 

Posts posted by kjeron

  1. I am no longer able to edit my first post in this thread, repeatedly get:
    Server Error
    HTTP Error 500 (Internal Server Error): An unexpected condition was encountered while the server was attempting to fulfill the request.

    I'm assuming this is because the initial post has become too long,as the longer it got the less likely it would go through, until now where it never goes through. Would anyone who knows mind suggesting how I should post this ( multiple posts, multiple threads, etc) to avoid this error.
    Thanks.
  2. [quote name='Tienbau' timestamp='1328306761' post='52982']
    oh ... is the beam damage meant to drop off with distance?

    Yep I can have summon go to 1/2 minimum beam range.
    [/quote]
    In Live Beam damage did full damage at half range, and scaled down to 50% damage at full range.
    Right now in the Emu, all beams just randomly do 50-100% damage regardless of range, except for critical hits.
  3. Again...
    Glare of Devastation 40%
    +Black Streak 40%
    +Plague's Bite 20%
    =100% turbo = half reload

    Glare of Devastation : 11s/2 = 5.5
    5 for .5s
    4 for 1s
    3 for 1s
    2 for 1s
    1 for 2s
    = 5.5s
    Black Streak : 6s/2 = 3s
    2 for 1s
    1 for 2s
    = 3s
    Eye of the Fang Field : 7.5s/2 = 3.75s
    3 for .75s
    2 for 1s
    1 for 2s
    = 3.75s
  4. [quote name='Dragonfury' timestamp='1328211407' post='52921']
    Just to keep things on track this is not about the turbo, this is about ho our beam weps hang @ 1 second. making a 4 second beam fire @ 5 seconds. I have used PLs on my JD as well (agrippa mission) and the PL's do not have this issue. also fired ML's and they do not hang on 1 sec. Just the beam weapons do.

    [/quote]
    My point was that its not a 4 second reload after turbo, its only a 6.25s reload.
    The Countdown on mouse-over for reload goes like this:
    Displays "6" for .25s
    Displays "5" for 1s.
    Displays "4" for 1s.
    Displays "3" for 1s.
    Displays "2" for 1s.
    Displays "1" for the remaining 2s, totaling 6.25s.
    It doesn't display a "0" for the last second.

    A 4s reload beam would display:
    "3" for 1s.
    "2" for 1s.
    "1" for 2s.
  5. Your base damage was 48, though they may not add up exactly due to rounding, the last is double for the critical hit.
    38(-9) : You dealt 38 damage to the shields, resists reduced it by 9(from 48).
    25(-23) : 25 damage dealt to the shield(thats all the shield that was left), resists reduced it by 9(from 48), and the remaining damage was dealt to hull(13 or 14, however it was rounded).
    0(-48) : 0 damage dealt to shield, 9 absorbed by resists, 38 dealt to hull.
    0(-96) : 0 damage dealt to shield, 19 absorbed by resists, 77 dealt to hull.
    [quote name='will' timestamp='1328172669' post='52903']
    (y) = ( Amount adjusted by Resists [b]-[/b] Amount absorbed by Psionic Shield [b]-[/b] Final damage dealt to Hull )
    [/quote]
    The resist adjustment can be either positive or negative, and includes the innate bonus that plasma/chem have against shields/hull.
    Psionic Shield damage and Hull damage are both subtracted, resulting in a negative display for any damage dealt to them.

    I have no clue anymore how it was in Live, but that's how its working here.
  6. x(y)

    x = Amount adjusted by Hull Damage Control + Final Damage dealt to shield
    (y) = ( Amount adjusted by Resists - Amount absorbed by Psionic Shield - Final damage dealt to Hull )

    If your hitting just the shield, the first number is the total damage, the (#) is the amount it was adjusted.
    If your hitting the hull, there's no easy way to know exactly how much your dealing to a mob other than watching their hull value.
  7. Current Damage Colors are:
    Red : Critical hits. "Critical" in red above the normal colored damage number
    Yellow : Energy, Impact, Explosive
    Purple : Plasma
    Green : Chem
    White : EMP damage. "EMP" in white above the damage number
  8. Likes Ignoring Grav Wells
    Likes Hull Patch
    Likes Solo Hull Tanking, Unique to the Scout
    Likes Instawarp (Navigate 7)

    Nullfactor Field is fine as is, if everything it currently does is intended.

    Afterburn is a waste right now, the only meaningful buff it provides is the increased acceleration.
    My Suggestion:
    T1 Superglide:[list]
    [*]Self Only, 5 second duration, 3 second cooldown.
    [*]50% Evasion.
    [*]Increase maneuverability, speed, and acceleration per skill level.
    [*]Disable skill use while active(as it does now).
    [*]0 Energy cost, instead drains energy while active equal to base Engine Warp Drain. Reactor will not recharge while active.
    [*]Auto-accelerates Scout, as it does currently, and breaks Scout out of Formation.
    [*](Counterpart to Cloak and Powerdown)
    [/list]
    T2 Ramjet[list]
    [*]Permanent duration on all group members in formation. Ends on anyone who leaves formation, ends on everyone if Scout leaves formation. (As nullfactor should)
    [*]Increased thrust, manueverability, and acceleration per skill level for Scout.
    [*]Group moves at Scouts thrust speed, maneuverability and acceleration rating. (Would require normal group movement to be set to how it was in live, where the whole group moved as slow as the slowest person.)
    [*]Does not Disable other skill use.
    [*]Energy Cost: Current.
    [*](Negate everyone else's need for combat speed equipment in a group, still usable Solo for Constant Combat Speed buff)
    [/list]
    T3 Ludicrous Speed[list]
    [*]Permanent duration on all group members in formation. Ends on anyone who leaves formation, ends on everyone if Scout leaves formation. (As Nullfactor should)
    [*]Increase Warp Speed, Warp Charge, and Reduce Warp Cost for Scout.
    [*]Group uses Scouts Warp Speed, Warp Charge, and Warp Cost values when warping, instead of their own.
    [*]Does not disable other skill use.
    [*]Energy Cost: Current.
    [*](Negate everyone else's need for Warp Boost Equipment in a group, still usable solo for increased warp buffs)
    [/list]
    Raid/Mob drops, PP and JS need as well:
    Possible Scout-Only equivalent to the L6 crystal devices (Stone Aegis, Crystal Force Emitter, Vibrant Power Crystal, Vibrant Barrier)
    Scout-Only equivalent drop from Miguel Chavez.
    Scout-Only equivalent to the L8 Enforcer's Retort and Smuggler's Recourse. Missile Launcher, Voltoi Boss loot.
    Scout-Only equivalent to the L9 Prismatic Dragon Wing -OR- L9 Drone Energy/Shield Amplifier. Engine or Device, or both. Controller Loot.

    Devices:[list]
    [*]Nullfactor and Afterburn in their current form would have no benefit from +skill devices.
    [/list]
    Other Possible device line buffs:[list]
    [*]Prospect Skill, Explorer-Only, no race restriction, vendor bought.
    [*]Improved Jumpstart(Both the Jenquai and Progen are taught by a Terran after all), Explorer-Only, no race restriction.
    [*]Improved Hacking (or its replacement), vendor bought.
    [*]Improved Hull Patch (no device currently has this), vendor bought.
    [*]Missile Energy Conservation, Scout-Only or Warrior-Restricted probably.
    [*]Each would also need a Scout oriented secondary(L5-9) and tertiary(L9) buff, and single debuff at L5,6&9.
    [/list]
    The Scout already has 6 device lines: the 6 animal skins with activated deflects.
    The Scout already has 3 debuffer's available to them, two they can use solo, the Salamander, Gorgon, and Satyr, I don't think they need a 4th. Though the Satyr could have its other buffs switched from beams to missiles, since its a terran only device.
  9. Hull Damage Control(Equip)[list]
    [*]Barrier of Ooze
    [/list]
    Improved Critical Targeting(Equip)[list]
    [*]Deadly Breeze
    [/list]
    Shield Drain (Activated)[list]
    [*]Petit Caplata
    [*]Tractor Repulsor
    [/list]
    Device Energy Conservation(Equip)[list]
    [*]Reinforced Solar Sail
    [/list]
    Device Energy Friction(Equip)[list]
    [*]Yellow Dragon Laser M4
    [/list]
    Improved Cloaking(Equip)[list]
    [*]Pegasus UGC 4
    [/list]
    Counter-Strike(Equip)[list]
    [*]Fiery Paragon
    [/list]
    Greater Counter-Strike(Equip)[list]
    [*]Heart of the Master
    [/list]
    Energy Feedback(Equip)[list]
    [*]Jenquai Reinforcer Model II Novem
    [*]Progen Reinforcer Model II Novem
    [/list]
    Greater Energy Feedback(Equip)[list]
    [*]Glare of Devastation
    [*]Fury of the Master
    [*]Smiter's Wrath
    [/list]
  10. They are all far easier than they were in Live, their difficulty itself is a work in progress.

    As for their status in the Emu: AFAIK they have only been getting tougher, both directly or indirectly.
    All mobs now have permanent damage resists.
    Social and factioned aggro have been getting better, though still not finished.
    Support classes have started seeing some aggro from healing and other skill use.
    Kuei Station was made immune to a variety of skills and has a 25k beam range.
    GoBB was put into formation with 5 Minions to prevent summoning or pulling him out alone.
    Warder was never a raid in live, only an instant damage contest. The contest here is getting their first after a restart or knowing when it will spawn.
    Fishbowl here has never required more than a single healer. Only changes to the mobs I know of is the Minions of Nesshix had their shield caps increased to several million, but actually killing the fish is still a simple matter, hunting them down is a PITA though. They run and hide, sometimes out of bounds, if they dont spawn out of bounds to begin with. A JD with telescopium is required sometimes just to find them. This only serves to make each wave easier though, since fish are only fought 2-3 at a time while you wait for others to reach you, then go and search for the rest.

    All "guardian" mobs do suffer from a problem in their AI though. They cannot shoot players while trying to follow their ward. The Precursor Alpha's and the L65 BB Minions that spawn with the Troller/GoBB specifically, if you keep the boss moving and don't touch the PA/Minions, they won't shoot back.

    One thing that raids don't need right now is requiring more healers, the client already crashes regularly around a combination of 20 players/mobs.
    3 may be the bare minimum for most right now(slow, but doable), but a full group is the maximum for stability.
  11. Hull Damage Control Equipment buffs do not work for anyone, warrior or not. Only the Damage Control skill works.

    I believe it is the same for the Improved Critical Targeting Equipment buff. Skill based buffs work and stack(Crit Targeting, Rally), but equipment based buffs do not work for anyone. Though this is impossible to test unless they are to stack additively.

    Reroute Shield Energy(Instant): Should convert shield energy to reactor energy, based on % of max capacity of each.
    Currently still converts max capacity as a % of each instead, and only for an instant, before reverting.

    Shield Drain(Activated).

    Device Energy Conservation(Equip).

    Scan Boost(Equip), Reactor Recharge(Equip), and Increase Speed(Equip): The buff found on many L9 devices(and probably others) does not scale with quality as it should. The L9 Phoenix and L9 Coma are examples for all three.

    Improved Cloaking(Equip): Stealth Strike time does not increase as it should.

    All Damage Feedback Equipment buffs: Energy Feedback, Greater Energy Feedback, Counter-strike, Greater Counter-Strike.

    Question for those who may remember: Should the energy cost of the Phoenix be equal to the amount transferred, or an additional cost to the amount being transferred?
  12. Resists can no longer be reduced to below 0. This has made poprocks less of a threat, damage debuffers useless if the player/mob does not have any resist to begin with, reduces the usefulness of 5 device lines, and reduces the overall dps of everything. Was this intentional and if so, please, why?
  13. [size="2"][quote name='Knix' timestamp='1325600818' post='50837']
    - Damage UI presentation code
    [/quote]

    [/size][size="2"]xx (+/- yy)[/size]
    [size="2"]Amount adjusted by HDC + Total Damage dealt to shield [b]( [/b]Amount adjusted by Resists [s]-[/s] Amount[size="2"] absorbed by PsiShield [s]-[/s] Total damage dealt to Hull [/size][b])[/b][/size][size="2"][b]
    [/b][/size][size="2"]Is this what you mean? I think that's accurate.[/size]
  14. [quote name='Tienbau' timestamp='1325158853' post='50553']
    that was exactly what I was thinking too, if we really can't manage more than 1 reload/sec. Not sure why it was a problem way back when but I'm sure someone left a comment. Sounds like a stop-gap fix. Could have been me who done it too ...

    Anyway check out the threads in dev help about inversion and sap for where things are going. We've made a bit of progress too.
    [/quote]

    It's not actually a 1-second relaod cap, a 200% Flechette Omega L9 with full turbo will shoot twice per second, reloading at .5 seconds. Rather all weapons final reload is rounded up to the nearest half-second. Even over time, ammo usage verifies that it doesn't even out in the long run. Beams, Projectiles and Missiles all suffer from this.
    It also shows that while Turbo is stacking as per Live, with the addition of the Blackbeard items, it is still being capped just below 80%.

    A GoD(11s) will at best reload in 6.5 seconds, an equivalent of 69.2% turbo.
    A Defender's Pride (8s) will at best reload in 4.5s, for 77.7% turbo.
    Any 4 second reload beam will at best reload in 2.5s, for 60% turbo.
    All Sango Line and other beams at 1 second reload never get any lower with turbo, as it would require atleast 100% to reach .5s. Achieve 0% Turbo.
    Basically any beam above a 4s relaod can achieve atleast 60% turbo, any beam below 4s and above 1s ranges from 25%-50%, and 1s beams don't achieve any.

    A 200% Bile Cannon (1.3s) will at best relaod in 1 second, for only 30% turbo.
    A 200% Longbow Delta (1.7s) will at best reload in 1 second, but for 70% turbo, and actually does more DPS right now than any other PL except the Spitter. - Oh the Ammo problems a PW could have if they went all-out dps right now.
    A 200% Flechette Omega (.82s) will at best reload in .5 seconds, for 64% turbo, and is currently second best behind the Longbow for DPS.
    A 200% Dragon's Fang (.76s) will also reach a .5s reload, for 52% turbo, but its still worthless.
    A 100% Black Spitter (4.2s) will reach as low as 2.5s reload, for 66% turbo, and will maintain that minimal relaod time from 85%-125% quality.
    A 100% Prototype Z 9 (2.2s) will reach as low as 1.5s relaod, for 46% turbo, very high qualities (161%+) can reach down to a 1 second relaod though, and achieve up to 70% turbo.
    Most importantly: any 1.X second reload PL can at best achieve (reload - 1)% Turbo. Those that reload faster than 1 second need enough turbo to reach .5 seconds or they will relaod at 1 second.

    Missiles all have relatively high reloads and thus can all reach atleast 50% turbo, with the exact amount dependant on actual quality/reload. The right quality Caster and Wrath can actually reach the exact turbo cap.
  15. The Armored Solar Sail is no longer an engine, its a device. The 420 warp speed you have is likely from a device (200% RR+ maybe?), and the Solar Sail is not providing any. You must have had it equipped in your engine slot before it was changed to a device. So right now you dont actually have an engine equipped.
  16. [quote name='Noxmire' timestamp='1323950632' post='49856']
    However, they allow the reverse to be true. You can look up any mob by name and know its CL exactly what it drops. It doesn't give you exact percentages, or the mob's location, but you can see how common certain drops are compared to ohters.

    There'd still be quite a bit of mystery even if the item DB linked the mobs that dropped the item, provided it didn't display any more info than the Mob Search function does. You'd still have to both find the mob's sector, and then hunt it down within the sector.
    [/quote]

    Except that the listings on the Mob search haven't been updated since last year. Only the recently added mobs are up to date. I didn't think they wanted us to be able to us it for that purpose anyway though.
  17. [quote name='Tienbau' timestamp='1323737583' post='49642']
    so are the pop rocks staying open after mob spawn?
    [/quote]


    As you posted, the detonation, mob, and buff/debuff are being decided independently, so if it spawns a mob and/or causes a buff/debuff without detonating, the rock/hulk will remain to be re-triggered. Only a detonation will currently de-spawn the rock/hulk, was it intended for all effects to de-spawn it? Personally I prefer the current way it works, gives additional attempts to mine if it doesn't detonate, and that's not something to complain about IMO.

    Once it has detonated though, you cannot mine the ores or re-trigger the pop during it's de-spawning animation, even though the loot window remains open. This has been fixed from previous when you could mine it after it popped.
  18. [quote name='Overtkill' timestamp='1323142733' post='49260']
    Perhaps the dev's could shed some light on the respawn info for roids that have been opened by a player. Like the OP, I too have encountered too many level 9 roids that have a single level 8 ore inside. So I am curious to know if the item was really cherry picked? OR is it possible the roid spawned that way. Something else to add would be that level 8's and so on would often carry an item or two of the next higher level ore/item. I haven't seen this in the EMU to date, and was wondering if this had been brought up.
    [/quote]

    Unless it's changed, all roid&hulks can contain items of their level and/or 1 level lower, never above, and often times will only spawn items of the lower level. I've mined fields as they re-spawn, literally watching the rocks appear out of nowhere, so I know they weren't being picked through. Pop-rocks defy this and have up to 2 levels above the roid-level, but can still contain ore 1 level below as well. Then of course there's Helium and Debris.
  19. [quote name='rolo' timestamp='1319878866' post='47756']
    Think I have fixed Group stealth and the group summoning. still under test so won't be in coming patch I'm afraid. Still trying to track down other bugs mentioned. Time has been a little scarce atm due to illness exams and work.

    Andy/Rolo
    [/quote]

    Both working as of restart today. Updated skills.
  20. [quote name='Mattsacre' timestamp='1320385756' post='47991']
    If you aren't versed with refuge/refresh devices, they boost recharge rate huge amount (like 500% or so) for 10 sec. If in live your shield stopped recharging during battle, how then would such devices regain 1/4 -1/3 shield back while fighting? It buffed the recharge...no recharge..nothing to boost.
    [/quote]

    I could offer a possibility, though its only that.

    During combat, your shield recharge was reduced by 100%, effectively reducing it to 0, but this was applied the same and stacked as any other buff. So you would still benefit from any shield recharge buffs or debuffs, both from skills, and equipped and activated items. Your effective recharge in combat would be (Total - Base). You would still be able to recieve the full benefit of the Refuge/Restore devices, as well as suffer from Shield Drain affects.

    This would fit the "your shields are being stressed" bit, as it would be everything but your shields that was recharging them.

    This unfortunately has a serious flaw, with the "Shunt Shields (Instant)" buff. Since your effective recharge if you don't have any shield recharge buffs would be 0, shunt shields would cause you to lose 0 shield energy, and if you were affected with debuffs that took your recharge negative and caused a drain, you would gain shield energy when using it.

    As said, just offering a possible explanation, I have nothing to back it up.
×
×
  • Create New...