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kjeron

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Posts posted by kjeron

  1. In regards to L3 Fold Space (Teleport Enemy)
    Would using the same effect that is used for L1 Summon Enemy work?
    We've seen that the distance the target is summoned can be changed, originally it was directly in from of you(.1k or less), now they summon a bit out in front of the ship (.5-1k). If the distance the mob was "summoned" could be set to be variable based on whatever your current fold space distance was, this would fold space the mob in the direction you facing, at the correct distance, but would also turn the enemy to face you.
  2. [quote name='rolo' timestamp='1311449296' post='43554']
    I will be looking at this over the coming weeks but I am currently working on the Cloaking bug.

    Rolo
    [/quote]

    I assume your referring to the "Unable to use weapons while cloaked" issue.

    Now that group cloak is actually cloaking group memebrs, and causing this on the group members cloaked from it, I have noticed something that couldnt be seen on a Jenquai.
    Weapons, such as the Hellbore, that have an activated affect, still function, even though the weapon doesn't fire, as long as it has ammo. The mob will have plasma resist debuffed by the Hellbore without breaking cloak or consuming ammo. This would explain why trying to shoot weapons while affected by this bug still drains energy as if you had shot them. The weapon activates as if it were any other activate-able piece of equipment, it just doesn't shoot.
  3. [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.
  4. [quote name='Sneakypw' timestamp='1311304148' post='43499']
    tengu-fish increase hull mass appears to be not working, I got hit with it 4 times and still warped away without a delay
    [/quote]

    I don't know which skill level they used in Live, but niether the L1 skill(Mass Field) or L4 skill(Area Mass Field) prevent warping, only reduce speed/maneuverability. So if they're using either of those, it is at least working correctly, even if they aren't using the correct level.
  5. Some more information about the Controller:

    Current spawn:
    L66's: 1 Precursor Alpha
    L65's: 13 - (5 Fabricator 9's, 3 Disruptor V3.0, 3 Disruptor V2.0, 1 Disruptor V1.0, 1 Obsolete Model V)
    L58's: 2 - (1 Defense Drone, 1 Scrubber Drone)

    Previous spawn:
    L66's: 2 Precursor Alpha
    L65's: 8 - (dont remember the exact mix, though their were zero Disruptor V3.0s spawning)
    L58's: 6 - (3 Defense Drone, 3 Scrubber Drone)

    I believe the new mob composition, with more of the higher level mobs, shooting faster or using skills more often, has also contributed to the lag now present at the Controller spawn.

    The semi-random nature of which mobs are chosen at each server restart also needs to be looked at, it is causing some mobs to not spawn at all, until the next time the server is restarted and the mobs are chosen again. For Example, the Disruptor V3.0 had not spawned once during the entire previous server uptime, even though the entire spawn had been cleared multiple times per day.

    Perhaps for raids such as this the mob composition could be set specifically, such as 2x of each(8 different types here, still 16 total), or move some of them to spawn with the controller, such as:
    (only an example)
    Initial Spawn: (-2)
    2x Precursor Alpha
    1x Fabricator 9
    1x Obsolete Model V
    2x Disruptor V3.0
    2x Disruptor V2.0
    2x Disruptor V1.0
    2x Defense Drone
    2x Scrubber Drone

    Triggered Controller Spawn: (+2)
    1x The Controller
    2x Precursor Alpha
    1x Fabricator 9
    1x Obsolete Model V
  6. [quote name='Mattsacre' timestamp='1310897502' post='43350']
    My math: I don't use all 1 gun type (differing buffs via guns is DESIRED), different ammo have different stack sizes, different guns use ammo at a slower or faster rate than others. A spitter stack lasts much much longer than a reaver or a proto9 or a FoTM or BB......as you get experienced you know this and build and carry approprietly..so there may actually be 2 or 3 spitter stacks and 7 (seven) proto9. which AVERAGES to 5-6 stacks depending on mix n mobs. I'm guessing the thin air you're breathing has caused brain damage and you assume (ass u not me) my figures are from the same thin air.

    I read quite well, you however didn't, I felt I expressed it fine..maybe the same thin air is effecting you on it: You were compairing a apple and a orange and concluding hold space played a factor in the price of beans. If I loaded 5 stacks of ea ammo per gun for the PW or 1 or 17 or 234 (yes I know their hold isnt that big o.0) vs. more per gun for the PP. The HOLD wasn't part of the point being made...THE POINT was: that it took from 1/3 to 2x as much per gun to kill a like mob than it does for a PW...I was noting that MY PW was needing 3 stacks ea. gun that MY PP was needing (average here) 5-6 stacks ea gun. per a excersion, that if I didn't "double up" for the PP he would have to go back before he killed enough to fill a like number of slots of loot a PW would, hold size not playing a factor in MY POINT about STACKS OF AMMO AND NUMBERS THEREOF between a PW and a PP.

    Overlooking sting devices buffs and descriptions thereof: The buff is ACTIVATED (both on the PW owning the device AND OTHERS), the POINT being made was that OVER AND ABOVE the 9.3% dmg buff the ACCURACY buff is CURRENTY <--(that implies later it will change) is adding ADDITIONAL damage over and above the 9.3%, that CURRENTY "accuracy" isn't expressed, as pass/fail isn't implemented as of this time. I don't know how they have calcualted it at this time...but the dmg output when using a sting is a bit above what just a 9.3% explains.

    If there was a number pulled out of thin air it was the (500...500..1000 ~510..1020) thing...that was expressing a noted trend in dmg boosting..in actuality it was in excess of that +10..I was using hypothetical number (maybe not expressed well) to show that over and above the 9.3% there was more damage than explained by that near 10%. That it was approx. 14-15% (because ACCURACY isn't algorthmized yet, it is actually expressed in a additional dmg amount).

    WHEN accuracy IS implemented it is a buff to increase your rate of PASS against your fail when comparing mobs dodge rate/roll. Gravlink decreases mobs actual dodge rate. Sting increases your ability to overcome their dodge rate. When paired a sting/GL is very impressive in nullifying mobs dodge.
    [/quote]

    Accuracy is implemented, not every shot hits. Whether the buff's to accuracy work or stack is what is impossible for us to know, because if they cant go over 100%, anything else is just probability.

    Increased accuracy does not improve damage dealt per shot, whatever your seeing is something else.

    If your PP uses twice the ammo to kill the same mob as your PW, without using Sap, then you should reconsider your loadout on your PP, because that's the only reason he could be using so much more.
  7. Ghost of Blackbeard Raid:

    The L65 Blackbeard's Minions, while in formation with GoBB himself, are causing excessive lag to everyone within about 20k, once they start shooting a target.
    Once all the L65's in formation are killed, the lag quickly dissipates. Also, when they are not in formation with GoBB, there is no lag present.

    This reminds me of the extreme lag present in the Mordana, the other mobs that use formations, when they were first implemented, and still occasionally present now. In both instances the game eventually lags to the point of losing connection.
  8. Current Turbo Potential:
    PW: 100%
    PP: 95%
    PW vs PP: 2.56% more dps

    Critical Targeting: Hardly a difference between 50% and 70%, especially since it's calculated after accuracy. Stacking rules have changed, a PW can no longer auto-crit. every shot.

    6 weapon slot vs 5 weapon slot = 20% more dps.


    Combat Trance does not add any damage to any weapon type, it only increases accuracy, which isn't much, if its even working.

    Damage Debuffers:
    PW: -45 Plasma, -56 Chemical, -56 Impact, -37.5 Energy, -56 EMP(though no emp PL's), -56 Explosive
    PP: -22 Plasma, -56 Chemical, -26 Impact, -56 Energy, 0 EMP, -26 Explosive
    Better variety, but same highest potential.

    The Sting activated buff explicitly lists that it also increases damage, not just accuracy, +14.4% on a 200% L8, to base damage enhancement. At L9 PL: +4.8% dps.

    Shield Inversion:
    Tactical Advantage Beta: +3 skill levels, usable by both PW and PP, highest working buff available.
    As for the nonworking buff, every item except the Aegis of the Warder and L8 Juggernaut are usable by either both the PW/PP, or neither.

    Sap: It's blatantly overpowered due to multiple bugs, so a PW should always kill faster and with less ammo than any other class atm.

    Without it using Sap, a PP would need about 25-30% more ammo than a PW to kill the same mob.

    TT and Shield Recharge:
    Shield Recharge recharges the exact same amount on a TT, PP, and JS, none of them get more per skill use than the others.
    The DV-RS-XX Guardian is only trader only, usable by all three classes, they all also have access to the Black Peg Leg VIII and IX(JS).
    All skills are capped at L10, so at L7 skill, a +3 is all you need to max it out.

    Not going to argue with Hull Patch, its the #1 reason a PP/JS are completely inferior to the TT, and TS, at healing in raids.
  9. 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.
  10. [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.
  11. [quote name='Lot' timestamp='1309136193' post='42661']
    I used SI for faction farming and never any other times because it's impractical flipping it on and off between shield recharging. While SI is active, recharge shields cannot be used -- which is fair and balanced. And a PP is certainly not top on DPS either -- I was blown away by how much damage a JD does for example. I could kill stuff with a JD in a fraction of the time it took my PP. If a PP can out damage a TE then there's something wrong with the TE, not the PP and TE will need looking at. But some how I think someone has been underplaying the DPS ability of the TE if they really reckon there's a comparison with the PP.

    [/quote]


    Equally geared and both solo, a PP will do more DPS than a TE, without Shield Inversion. They both have 5 weapons and L5 Crit. Targeting. The best available L9 Projectiles do slightly more DPS than the L9 Missiles. PP has access to L8 Basilisk for 55.9% debuff, while TE has access to Bullyeye for 45% debuff, or sacrifices a weapon slot for a Hellbore with only 1/3 normal DPS but a 42% debuff. A TE can however stack their volleys to have a very strong alpha strike, even more than a JD.
    JD and PW do about 20% more DPS than the TE/PP, with the JD slightly ahead before SI or S.Sap, and the PW easily ahead including either SI or S.Sap. PS has moderate DPS, lower than all the other warriors, higher than all the non-warriors. TT/JS/TS/JE - none of them come close, they all lack the Critical Targeting skill, keeping their damage potential at no more than 50% of a JD/PW/PP/TE.

    The PP is good for solid DPS and Shield Recharge, but it can't tank end game, unlike both the PW and TE, it does not have Hull Damage Control, and currently would have to give up its CFB for the equipment HDC buff.

    [quote name='Lot' timestamp='1309136193' post='42661']
    I don't know what the impact debuff value is on gravity link L5 -- if it's more than a Taniwah then a PP probably shouldn't get the skill, to be honest. Some good ideas above for the +1 skill for the PP.
    [/quote]

    Grav link debuff is 30, and stacks with a Taniwha's debuff, or the Gorgon/Salamander if your in a group using those.
  12. 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.
  13. [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.
  14. 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.
  15. [quote name='Moche' timestamp='1307504539' post='41855']
    i agree with most of your points Tyran and that's one reason i havn't been shouting about the fact that beam damage is supposed to be halved when over 50% range as they were in live... jens are fairly gimped by odd mob behavior (read as inability to short range kite/semi-kite)
    [/quote]

    Instead right now beams randomly do 50-100% damage regardless of range. Whether you kite or kill close up, you have the same gimped damage potential. While Projectiles and Missiles do full damage every hit. Only a critical hit will guarantee beams to do 100% damage, since criticals always do 2x full damage.
  16. [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.
  17. 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.
  18. [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.
  19. [quote name='Terrell' timestamp='1306527238' post='41269']
    I noticed that the Sharim Prototype Shield is no longer in the database. Is it being redesigned, to reflect the JT no longer having Psi Shield?
    [/quote]

    Look again under L8 shields, you'll find something called the Glorious Kimono Shield M8, renamed and with a new description, but otherwise previously known as the Sharim Prototype Shield. The best part: it is, or at least was, dropping. And despite the DB not listing it, it still had the buff to Psionic Shield as well.
  20. 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?
  21. 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.
  22. [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.
  23. [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.
  24. [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.
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