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kjeron

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Everything posted by kjeron

  1. Not sure how the non-manufacturable items or refined items are priced, however, all manufacurable items are priced directly based on the value of their components and ores. A component costs 4/3's the total value of its ores. Equipment costs 4/3's the total value of its components. Manufacturing costs are all directly based on the items value, devices 1/4, core tech 1/3, weapons 1/3, ammo is similar but more affected by stack size. I think this was done to insure nothing could be ripped for parts and sold at a profit back to the vendors. What I dont understand is why a weapons sell price is 1/4 the price you can sell non-weapons for. It's better to rip weapons and sell them by parts because of it, even if you lose a comp.
  2. [quote name='Mattsacre' timestamp='1314228447' post='45179'] WHAT?!?! quick let me copy that to my computer before its deleted...PERTINENT instructions! They will have to kill this post to have that "air of mystery" (even though progen are straight forward and its the jenquia thats suppost to be all sneaky and secretive). Oh wait..never mind...won't do me any good..the NPC stole all my tokens so I don't have them to activate those things. I'd have to restart from scratch and level ANOTHER progen to /enjoy/ *note extreme sarcasm* optional content. No..don't think i want to start a 7th progen..will just get more of the hair pulling stupidity after grinding to 50 once again. There is no way I'm doing that unless they can straiten out the current mess with tokens/missions, they can just delete the negotiate one I assume and reimberse the 2 tokens.....thats if they wanted to. I like air and my complexion..not holding my breath. Thanks for your attempt to help me though Will, hope it don't get you in trouble for letting out the HUGE secret of agrippa content. [/quote] If you haven't done your L135 HU already, look me up ingame(Kjero), I have a few tradeable advanced tokens you can turn in for regular ones.
  3. [quote name='Mattsacre' timestamp='1314224235' post='45169'] P.S. can we PLEASE get a mission list from point A to Z to reward? Either CDev or players list what they need to do at 50,75,100,135 to get to say reward fletchette, or ammo for them, or shields etc.? You don't have to tell what they have to do to do each mission if you want to be so mystic about it, just have a general map, so if you know you want to get to fletchettes and you need x tokens to get there you know not to spend the token on something that isn't going to get you there. (like the Vinda one I did, somehow I think after doing it, I get the feeling it wasn't going to go there, was just a zp/faction gain..it was good xp true..and if that was what I was after and not recipe I would have chose that!) [/quote] I managed to get all stage III options, as well as components, using the following bonus missions on the PP: L50 components L50 build weapons L100 build weapons L100 build reactors L100 build shields no other token mission were done If at any point they ignore you: - come back with a Security Optimal Overide Alpha in your hold, usually opens them up to talk. They also like to take them from you whenever this happens, so you'll need alot just to advance. - stage II is begun with Inquiro, not the build instructor, even if you did stage I. Build instructor will ignore you after finishing stage I until you go to Inquiro to start stage II exam. - If the Security Overide doesnt work, try other things they've given you prints for but didnt ask you to build yet.
  4. [quote name='Vitaes' timestamp='1313844818' post='44945'] Really? I solo my JE a lot, and find that my scale shield allows me to tank certain mobs 6-8 levels above my CL. While doing so, I've seen my shield whittle away to almost nothing while my reactor never falls under 75% full. Instead of sweating out that last mob with no shield left, an instant shot from my reactor directly to the shield would be a life saver. I can fire all three beams and my buffs and still never worry about power. It would be nice to see all that excess reactor power be put to use for us crazy JE's who like solo combat. As it is, if I'm in serious trouble, I either have to run like a sissy or fold space a mob or two away from me so I can get a bit of one on one action before his friends join the party again. Yes, I know JE's aren't really designed for solo combat, but it's a nice rush to be fighting on the edge of incapacitation at times. [/quote] The effect you describe would be usefull, but is not what the Europa has, it only increases your recharge rate, and shields dont recharge during combat, so its useless.
  5. Another reason ripping is the norm is because ore locations keep getting moved/removed or have changed roid types, while comps and their ores never change and are always available at the same place. It also became necessary to rip ores back when roid fields were reduced to almost nothing, mining to refine for comps wasnt on option, so we had to adjust to complete ripping. Of course it was the same issue that lead to the ore fields being neutered that a lot of us got the cash to freely rip whatever we needed.
  6. There's a Jenquai Reactor, Europa C/X000, with Shunt to Shields(Activated), Increases Shield recharge while reducing Reactor Recharge, though I can't imagine why anyone would ever want to use it. There's no device that will directly increase your shield amount at the cost of reactor energy, that's the job of the Recharge Shields skill. Going the other way, there are devices that will refill the reactor at the cost of shield energy, Warrior's/Martyr's Heart and Antlia's. The JE also has the Phoenix line of devices, which will transfer their reactor energy to others, though it doesnt work yet.
  7. [quote name='Ripster' timestamp='1311334775' post='43511'] Once in awhile I will be fighting a certain MOB and this huge ghostly skull comes out, surrounds the MOB an vibrates, then disappears. It never does anything to me, at least that I notice. Is this some type of fear tactic they are trying to use? It has never worked on me if it is. I am an OL 64 TT, CL 17. Thanks all [/quote] That's the Menace skill, Sentinels and Profiteers also have it. Don't know whether or not its working yet for mobs.
  8. New damage display now shows damage reduction from Hull Damage Control, sort of, enough to see that: Skill HDC is working, and reducing damage by the proper amount. Equip buff HDC is not working, at all. Tested on both a toon with and a toon without the HDC skill. The hull damage display is as confusing as the normal damage display, but its still much better than nothing.
  9. [quote name='rolo' timestamp='1309084371' post='42625'] how recently have you tested the group cloak as I cannot duplicate with latest release. [/quote] Group cloak is now properly cloaking the entire group, within range. Group stealth is also now cloaking the entire group, within range, which it shouldnt. It was working properly before, the JE should be cloaked, while the rest of the group only gets a signature reduction, and usable while warping. When a JE uses Group Cloak, the rest of the group is getting the "Unable to fire weapons while cloaked" message, preventing them from shooting while still draining energy as if they did. They have to use a skill or another non-weapon equipment to end the affect and allow them to shoot. They will still have the cloak icon until the JE ends the skill, even though they're no longer cloaked. They should be able to end the affect just by firing their weapons. Warping with either skill is working, but it does however cause a graphical bug that ends the cloaking visual whenever you enter warp. Your still cloaked and still have the Buff Icon, but your ship is visible to you rather than seeing the cloak "outline" of your ship. It reverts back to appearing cloaked shortly after you exit warp.
  10. Hack: hacked shields When a player hacks a mobs shields, it deals energy damage(all skills currently deal energy damage) equal to [Mobs Current Shield Value] - [1/2 Mobs Max Shield Capacity], effectively reducing it's current shield value to 1/2 is max capacity. Once a mobs shield is below 50% max capacity, hacking their shields does absolutely nothing.
  11. [quote name='Mattsacre' timestamp='1308623847' post='42352'] Cloak: All cloak JE,JD,JS: While it SAYS (via green text scroll) another skill is active not able to engage at this time, it is atually engaging some other player skills while cloaked, specifically:JS have been able to heal and reactor buff while cloaked (self and group). JD have been able to psi shield while cloaked. JE have been able to E-shield from cloak and (sometimes) shield leech without cloak breaking. They have been able to use devices on self and others while cloaked (live some self centric devices you could..but most other device buffer devices broke cloak). [/quote] Its not just cloak, every skill can have other skills used during its activation/while active. Reposting from another thread: [quote name='will' timestamp='1306846504' post='41455'] It's a result of the ongoing bug that allows you to use multiple skills at once. Two skills, Power-down and Cloak, behave differently when used through this bug, since they are continuously active. Using any device/skill will render you visible and vulnerable to mobs/players without ending the skill, and you still suffer any drawbacks of the skill, such as the reduced recharge of power-down, the energy drain of cloak, the reduced speed/maneuverability of L1 cloak, the "unable to fire weapons while cloaked", and the "unable to prospect while hidden". The primary exploits of Power-down and Cloak have been fixed, there is no more god-mode, but the negative side affects remain. As far as the player can tell, they are still under the affects of cloak/power-down, but to everyone else, players and mobs, they are no longer cloaked/powered-down. [/quote] Stealth Strike is the only exception I've seen to this, it is activated only when the player exits cloak from their perspective, not when everyone else sees their cloak end. If they activate another skill while cloaked, and don't ever manually end cloak, stealth strike will never activate, even though their cloak has really already ended. Edit: You also lose the chance for half/zero damage while cloaked when you use a skill while cloaked.
  12. Controller taken out this morning after the restart, no issues of lag or mobs with excessive range (weapon,scan, or pursue range). It does seem likely your problems were all lag related, caused by the buildup of excessive floating items, which are wiped with a restart.
  13. [quote name='JonesPW' timestamp='1307540789' post='41875'] Most of the things you said in the top portion of your Post are not in the game yet or shouldent be and currently it's only ONE Activated and ONE Equiped that will stack no matter what the name or what the buff is its only one activated and one equiped period. When they get done with stress test 4 they will have this as close to live as possable but for now they are still tring to work out the bugs of items in the game i personly was not here during Hulk'o'Mania when all sorts of rare or not in the game stuff was dropping but some of the stuff hasen't been implimated yet so thats the reason it dosen't work. Yet. [/quote] Aside from Looney's Shield Hammer and Superior Weapon Efficiency, every other buff in the top portion is available from at least 1 currently dropping item. As far as what does and doesnt stack, it is not a simple one activated, one equip, there are exceptions.
  14. Buff : Shunt to Reactor (Equip) - (version found on Anlita BSCR [L3-9], Nightstick[L3-5], Morning Star [L6-8], and Lance [L5-8]) Increased reactor recharge by a whole value. Decreased shield recharge by a percentage. Buff : Shunt to Reactor (Equip) - (version found on Antlia BTSE[L3-9], Intent for the Resolute L9) Increased reactor recharge by a whole value. Decreased shield recharge by a whole value. The Increased reactor recharges of these two buffs do not stack, however the decreased shield recharges do stack. I do not know whether or not they are intended to stack, but either both should stack, or neither should stack.
  15. [quote name='Kenu' timestamp='1306567970' post='41291'] I was thinking up ways for Xipe Totec to be more dangerous and I thought, what if something in the sector caused your scan range to decrease while you were in it's area, similar to a radiation effect? That way when the oni and bio rippers come to get you it will be harder to see them coming and you'll have less time to react.[/quote] Can't agree with putting it in XT, it never had a passive environmental affect, it was an active psionic attack against you, which would randomly hack your shield/reactor/engine, pulling you out of warp, stopping reactor regen(and causing drain during normal warp), or draining your shield(not sure of amount/speed). Would last for about a minute then re-hack you immediately, unless you managed to resist it you were constantly without one of the three. [quote name='Kenu' timestamp='1306567970' post='41291'] We could add the same effect to other places like gas fields, planets [/quote] Good Idea, 100% support. Gas fields already do this to some extent, since they dont disappear like other objects when you fly into them, they continue to block your vision. [quote name='Kenu' timestamp='1306567970' post='41291'] and other dangerous sectors.[/quote] After mob ranges and signatures are balanced, or in sectors designed with it in mind to begin with, but cant support it anywhere with the current mob setups.
  16. Among all the new loot we've seen in the last week, both from Mobs and Hulks, items that shouldn't drop, items we've all been waiting to be put in to finish build lines, items that are content specific dropping from random mobs like candy, and items dropping from entirely wrong mobs, I think this wins the most ???? drop award: [attachment=925:GTDL.png] ...atleast it did drop from a Gate Turret though. BTW...could you remove the Race/Profession restrictions, pretty please?
  17. Two more Buffs not currently working: Device Energy Conservation (Equip) - Device Energy cost should be reduced by the listed percentage, similar to the weapon energy conservation buffs. Device Energy Friction (Equip) - {self debuff} - Device Energy cost should be increased by 10%, similar to the Weapon Friction debuffs.
  18. [quote name='will' timestamp='1304527115' post='40215'] Just found this one today: Having a negative shield recharge value instantly sets your current shield energy to 0(zero), rather than producing a steady drain. Negative reactor recharge probably will do the same. [/quote] More to add to this: Being in combat, taking damage, prevents your shield from recharging,which it should, but is also preventing it from draining while you have a negative recharge value, which it shouldn't. If your shield recharge value is negative, it should drain both in and out of combat. This is how Radiation fields and Shield Drain affects worked in Live, steadily draining the shield regardless of whether your shield was able to be recharging at the time. Currently since a negative recharge just drops it instantly to zero, that is whats being preventing while in combat, if you were to take damage and then use Recharge Shields, it wouldnt instantly drop back to zero, until your shields starting recharging naturally again.
  19. Just found this one today: Having a negative shield recharge value instantly sets your current shield energy to 0(zero), rather than producing a steady drain. Negative reactor recharge probably will do the same.
  20. [quote name='Dakynos' timestamp='1304462620' post='40189'] As far as Shunt to reactor and shunt shields, I'm referring to the visual only as it is activated, not in the buff icon window. [/quote] I see what you mean now, they have the same animation, and the animation doesn't play for activating Shunt Shields when you use it while buffed with Shunt to Reactor. The same occurs with a few other buffs that share animations , Scan Boost (Activated) and Scanrange BOOST! (Activated), for example. Might be all buffs that share animations cause this.
  21. [quote name='Dakynos' timestamp='1304379042' post='40137'] Currently Increase speed (equip) does not work. My specific example is Cats Paw L4, but other items have also failed to increase my speed. [/quote] This is because you have another item equipped that has a higher Increase Speed (Equip) buff, they will not stack. It also does not stack with the Increase Speed Cap (Equip) buff, though it used to. [quote name='Dakynos' timestamp='1304379042' post='40137'] {edit} On a similar note it seems if you use a scutums II CSR 4 (shunt to reactor) Instant (yes I know it does not currently work) then use a device that does shunt Shields (instant) the shunt shields will not have an effect. If you use a different device and then shunt shields again the effect will return. Both shunt shields and shunt to reactor seem to have the same visual effect. [/quote] Just re-tested these. Shunt to Reactor (Equip) and Shunt to Reactor (Activated) both work correctly, as does Shunt Shields (Instant), and they all stack properly. Shunt Shields (Instant) has no buff icon, it has no duration, it works once instantly and its done. It will not work, yet still activate and begin to recharge, if you don't have sufficient shield energy. There is no Shunt to Reactor (Instant) buff.
  22. [quote name='Bellash' timestamp='1304313396' post='40097'] I hope you guys have a look at the new agrippa sield scermish omega. The menace buff dont work and the duration of the impact debuff lasts for maybe 5 secs . When i look at the buffs it says "duration of seconds" no number given . Thanks [/quote] Improved Menace(Equip) buff does work, activation time and range are increased appropriately per additional skill level provided by the buff.
  23. Wall of Text incoming Additive Turbo Warp (Equip) : Currently does NOT stack with "Turbo Warp (Equip)", which it should. Beam Focus (Equip) : Currently does NOT stack with "Enhance Beams (Equip)", which it should. Projectile Force (Equip) : Currently does NOT stack with "Enhance Projectiles (Equip)", which it should. Missile Precision (Equip) : Currently does NOT stack with "Enhance Missiles (Equip)", which it should. Energy Feedback (Equip), Greater Energy Feedback (Equip), Counter-Strike(Equip), Greater Counter-Strike(Equip) : Currently do nothing, should do feedback damage similar to Repulsor field skill, at the listed amount/percentage. Counter-strike for all damage types, energy feedback only for energy damage. Equipment Damage Magnification - Hull (Activated) : Currently does nothing, should reduce a MOB's Hull Damage Control by 40%, and increase damage dealt to the hull of MOBs without HDC by 40%. Equipment Engineering (all) : Currently bugged at stacked values at/over 100%, needs a cap similar to the one added to "Reduced Warp Cost". Experimental Weapon Efficiency 2.3 (Activated) : Currently does nothing, unsure what it should do, buff lists 6% improved efficiency, maybe a stacking, all weapon type, weapon energy conservation buff. Improved Cloaking (Equip) : Stealth Strike time is not increased, cloak activation time not reduced(only applicable at Skill L1-4), unable to test whether it reduces chance to be detected. Looney's Shield Hammer (Activated) : Currently does nothing, should produce a stacking -15 debuff to Energy, Plasma, and Impact. Reduce Experience Debt (Equip) : Currently does nothing, should etc. Scan Blind (Activated) : Currently does nothing, at least noticeable. Should reduce MOB scan range by the listed percentage, and weapon/skill range to the reduced scan range, if they were greater. Their are 2 buffs with this name, this is the version found on the Coma line of devices, the other version found on the Skirmish Alpha is a self-debuff. Shield Drain (Activated) : Currently does nothing, should drain MOB shields by the listed percentage, based on thier shield recharge rate. Example: Tractor repulsor has 5 seconds of -900% Shield Drain, it should drain the MOB's shield at 9 times its recharge rate, for 5 seconds, for a total of 45 times it recharge rate drained. Similar to how the "Shunt Shields (Instant)" buff bases its shield drain, only this is continuous over time, not instant. Superior Weapon Efficiency (Activated) : Currently does nothing, should reduce all weapon energy cost to 0(zero) for listed duration. Transfer Reactor Energy (Instant) : Currently transfers the energy for only an instant, before its lost, needs to be permanent. Warp Charge (all) : Currently bugged at stacked values at/over 100%, needs a cap similar to the one added to "Reduced Warp Cost". The following Buffs are untestable to us players, whether they work at all, or stack properly: All content-related activated items - either the items aren't available or the content isn't available. Anti-Matter charge (equip) - items with buff not available Chaos (equip) - items with buff not available Dampen Chemical and EMP (activated) - items with buff not available Dampen Psionic (activated) - mob psionic resistance indeterminable, if implemented Decrease maneuverability (activated) - mob turn rates broken to begin with Disable (activated) - items with debuff not available Disrupt System Enhancements (activated) - items with debuff not available Equipment Damage Control (all types) - % chance, not testable Equipment Damage Magnification (all types) - % chance, not testable Group Hug (activated) - damage display against the hull is indeterminable Hull Damage Control (equip) - damage display against the hull is indeterminable Improved Befriend (equip) - skill broken to begin with Improved Critical Targeting (equip) - % chance, not testable - has been tampered with, as it used to stack above 100% and be auto-crit, it is no longer, stacking rules were either changed for this single buff or it was turned off Improved Hacking (equip) - % chance, not testable Improved Powerdown (equip) - % chance, not testable Improved Powerdown (equip) - improved skill levels has no noticeable affect to test Improved Repair Equipment (equip) - reduced activation time too small to notice Increase Skill Success (equip) - % chance, not testable Increase Weapon skill (all variations) - increased accuracy not reliably testable Increased Accuracy (equip) - increased accuracy not reliably testable Recalibrate Weapon Systems (activated) - items with buff not available Recalibrate Shielding Systems (activated) - items with buff not available Remove Menace (activated) - content not available to test See Cloaked (all) - content not available to test Weaken Psionic (activated) - mob psionic resistance indeterminable, if implemented Weaken Psionic - BOOST! (activated) - mob psionic resistance indeterminable, if implemented Worsen Weapons Handling ( all variations) - MOB accuracy and damage adjustments indeterminable Turbo Weapons All Turbo weapons buffs currently work and stack using the same rules as all other buffs. They do not stack as they did in live, but current maximum attainable Turbo remains relatively the same, (40+40+20 = 100%) currently, compared to (40+20+15+12+10+7+5 = 99%) in live. Current version gives value to the emu-only Blackbeard Weapons, making them necessary for any turbo values over 60%, while also allowing non-warriors to reach higher turbo values(up to 95%) than in Live.
  24. [quote name='JonesPW' timestamp='1304210524' post='40048'] Shield energy converter Buff name Shunt to Shields Used it exactly 3 times on JonesPW and no shield energy and or reactor energy moved at all. [/quote] Sry JonesPW, but this is incorrect. The buff "Shunt Shields(Instant)" works correclty. The device Shield energy converter has a different, but similar buff: "Reroute Shield Energy (Instant)" This buff is also found on the Warrior's Pride(not Heart) line of reactor's, the Antlia BTSE(not BCSR) line of devices, and the Power of the Ten-gu reactor. "Reroute Shield Energy (Instant)" doesnt work properly, currently it is altering the capacity of your shield/reactor by the listed percentage, for an instant, then returning to normal. What it should be doing is draining your shield by the listed percentage of its capacity, and refilling your reactor by the listed percentage of its capacity. example: Shield energy converter: 43% shield energy to 22% reactor energy, it drains 43% of your shield, based on its capacity, and restores 22% of your reactor, based on its capacity. This buff is meant as an alternative to the "Shunt Shields (Instant)" buff, Shunt bases the transfer on recharge, reroute bases the transfer on capacity. Shunt is the better buff, while Reroute isnt affected by the debuff "Reactor Interupt".
  25. [quote name='will' timestamp='1303308908' post='39501'] You can activate the skills as long as your engine is 'off', while you are decelerrating to a stop. Which means you can move while powered-down until you run out of momentum. Mostly abusable by the current bug to come out of warp at warp speed, where you could power down while moving 5k+ thrust, and while on planets, where base speed is doubled, and you can reach up to 2k thrust easily. Once you've come to a stop, you are stuck there without ending powerdown. Easiest example I could think of is doing this to get to the center of a grav well while powered down, such as GoBB/Controller's grav well. Dont know how useful it is right now, but could also interfere with any future content located in gravwells/planets. [/quote] The Auto-Follow is also enabling use of Powerdown and Mining while moving right now, this is definently a new bug, as it didnt allow it a few weeks ago. Easily reproducible too, and not limited like the other methods.
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