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Suricata79

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Posts posted by Suricata79

  1. In live we were able to use multiple skills at once,like for instance when i was on my pw i could use shield inversion and could use gravity link and shield sap at the same time.Same thing was on my te when using the skill enrage i could use hack or biorepression at the same time and a tt could also use multiple skills at the same time for instance when using befriend(was which rarely used) he could also use shield regen or hull patch and i think jenquai could also use multiple skills never tested that on a jenquai tho since they havent got many skills to use as a combo.

    Then another thing this is about the repair skill,this skill only partially repairs and u need to keep activating it untill someone or urself is fully repaired normally it should repair u or the person ur repairing until its fully fixed.

    The ability to use multiple skills at one was removed in one of the patchs during live since some skill combos were a tad overpowered. The patch was 12/18/02 which can be found here

    To quote:-

    Skill Power-Up Delay

    No other skills can be activated while another one is powering up. This means that multiple skills cannot be powered up simultaneously.

    I still remember the drama on the forums when that patch was added, especially by JD's that would summon mobs and cloak at the same time :)

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  2. EMP did not do more than explosive damage. It's added effect, the drain reactor once shields are down, was devastating. Two shots of your typical type zet EMP ammo and a 5000energy reactor was down to zero. Useful in PvP perhaps but useless in PvE.

    EMP was actually very useful in some PVE situations. When we did Bogeril raids on Pegasus we usualy had an EMP group whose main job was to keep the reactors on the mobs dry so they couldn't use special abilities, it really helped the effectiveness of the raid.

  3. while we are on the subject of damage types let me toss in my understanding of it (which could be dead on wrong) and maybe someone can fill in the missing spaces... cuz based on my understanding, I always wondered why getting in all the damage types was so hard...

    Lets start out with... there is no such thing as explosive, plasma, emp, chemical... etc... its only mouse clicks and math in a virtual simulation so in the end, its really all just damage.. that said, lets also assume every shot hits for now, since hit/crit is a different subject...

    I always thought that Explosive was the base damage type since all the damage was done at time of impact and that explosive would have a value of 1 (1 x the damage capacity of the weapon before modifiers).

    All other damage types should just have a modifier above or below that to signify the characteristics of the weapon as to how it effects hull vs sheilds (so an emp weapon might be +2 shields and 0 hull). As for damage over time isnt that really just fire one missle get 3 free (or however many ticks) in the case of missles? I mean plasma or chemicals are not really eating the hull... so it would be something like (plasma=.25 for 4 ticks lets say AND auto fire time would be .25 of normal and repeat 4 times in the case of 4 ticks?)

    well not being a coder that is how I kinda rationalized it... anyone?

    The DPS if the different wepon types is about the same, its just how they do that damage, so a plasma or chemical attack will do 1 large bit of damage followed by a few small ticks afterwards. EMP, Chemical and Plasma all do better damage to certian systems, such as reactor, hull and shields which has to be factored in. So althoguh the base is pretty much the same for all damage types, how they actual apply it is what differs, which can be a big deal depending what types of mobs you are fighting. For example, biological mobs have no hulls, so plasma is generally better to use on them for the bonus damage.

    The other thing to look out for is the damage numbers when you are attacking a mob, some obs have partial resists to some damage types and some have full resists. I can't remember if it was Tengu or Voltoi that were completely immune to impact damage for example.

    I'm not 100% sure, but I think it was either impact or energy that hada chance of interupting a mobs skills as well?

  4. Whilst talking in new players a few days ago someone asked how you can tell what damage type a mob is using. I responded by letting them know that the colour of the numebrs indicates the damage type, immediatly a few people responded thanking me because they'd never realised this. I dug though my Archive's from live and found the colours as they were in live, hope this helps people when choosing what resists to use!

    Plasma Damage, Does extra damage to shields, also has a DOT = Purple numbers

    Chemical Damage, Does extra damage to hulls, also has a DOT = Green numbers

    Explosive Damage, Mostly only missles = Red numbers

    Impact Damage, Projectiles only = Dark yellow/orange numbers

    EMP Damage, Drains shield and reactor (does not damage hulls IIRC) = White numbers

    Energy Damage, Beams only = Blue numbers

    I'm not sure if this is how is is on the Emulator, but thats how it was on Live atleast. Hope thats of help to some people :-)

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  5. I was flying around Cooper yesterday and noticed that quite a few Tengu spawn locations were incorrect, for example there were more spawns at the nevs around Cooper. There was also far less Red Dragon spawns in the sector than there is currently. I also noticed that the 'skins' of some of the Tengu are off as well. you can see what most of the Tengu looked like from my screenshots of them from live:-

    tengu.jpg

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