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Messages - Draggynn

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16
Mastermind / Re: It's a BOW Time! (Ninja/Time/Mace)
« on: October 18, 2022, 03:09:17 pm »
Could be a bug.
Might also need to zone after doing all the summons (to force a "refresh" of the pets upon zoning).

I recall that in previous testing there was something peculiar with how Tactics behaved with Pets, such that freshly summoned Pets "didn't work right" with Tactics, but after zoning (forcing a "refresh" of them) it then did. All very squirrelly spaghetti code bizarro stuff.
I don't think there's likely to be any pet weirdness going on, since both sets of tests I did had two player characters, so even if the pets weren't registering, you would expect the other player character to (Resulting in a proc chance closer to 12% than 6.5%), but if you find some set of conditions that causes Gaussian to check on all targets , I would be fascinated to hear it.

I'm also not certain which part of it is a bug.  Seems like having above 90% chance for the proc to fire likely isn't the intended behavior so I don't think the fix is to have it check for each target, but if it's not checking for each target than the AoE penalty should not be applied and we should have a proc rate closer to 16.5%.  So I agree something is broken, but I don't think rolling the proc for every target is working as intended.

17
Mastermind / Re: It's a BOW Time! (Ninja/Time/Mace)
« on: October 18, 2022, 11:57:13 am »
In any case, the "rule" is that anything that is a toggle (or behaves like a toggle for proc purposes) will only have opportunities to proc every 10+ seconds on the activation ticks of the power itself. So fast activations (like 0.5 seconds) will resolve "inside the 1 second" granularity of your data recording scheme and look like it is doing an "on the dot" type behavior as you cite.
So I now have 8 hours of logs and the timing of proc firings makes 0 sense to me.  If it were in fact 10+ seconds.  Then over the course of those 8 hours I would expect to see the timestamp of the proc firing slowing increase (Suppose it's 10.1 seconds):

Time Proc Fired|10.1|20.2|30.3|40.4|50.5|60.6|70.7|80.8|90.9|101
TIme Displayed|10|20|30|40|51|61|71|81|91|101


However, what I actually see is the time stamp jumping between 8 and 9 seconds, and then no procs at 0 seconds, and the rest of the procs are at 1 second so I'm a bit lost.  I do have some vague recollection of reading something that suggested that the proc can only fire every 10 seconds, but that the 10 second timer is independent of the toggle ticking time (I'll have to see if I can find that post, and I'd have to dive into the code more to confirm, but I also think I might have seen something that looked like that when I was digging into the Freezing Rain procs a few weeks ago)  In which case if the toggle ticks every 4 seconds the proc pattern would look more like this, which could explain the bouncing I was seeing:

|<----10---->|<----10--- ->|<----10---->|<----10---->|
0      4      8      12    16    20    24   28       32     36   40

And if it's actually slightly longer than 10s, that might explain the jump from 9 to 1. I'll have to see if I can unearth that post.  But it appears not to be a fixed time (10s or longer) or else we would see a steady progression, as detailed above.

Please do.
The last time that Gaussian's proc was tested in Tactics for a Mastermind, the report came back ... it won't stop proccing! ... by the tester. Easily more than 1 PPM with 6 Pets around the Mastermind.
But of course, the part we really care about.  Here are 7 targets: 1) a level 22 Mastermind with the Gaussian Chance for Build Up Proc in Tactics 2) Draggynn (A dashing Storm Defender just there as another potential target) 3-5) Battle Drones 6-7) Protector Bots.  Even with 7 targets, I'm still only seeing a 6.5% fire rate

No idea if the proc still works that way on Homecoming, or if it's been brought in line, but on Rebirth at least, it seems to only be checking on 1 target.  Interestingly, though, it does still seem to be using the Area of Effect computation, so you end up with a minimum firing chance (6.5%, which then works out to be 1 proc every 2.6 minutes or 0.4 procs/minute, not 1 proc/minute)

18
Mastermind / Re: It's a BOW Time! (Ninja/Time/Mace)
« on: October 17, 2022, 06:07:01 pm »
Interesting.  Good to know about the suppression, but it's almost certainly 10 seconds on the dot, at least for tactics (and I guess Panacea and Performance Shifter as well based on the logs I have).  I have several hours of logs from my testing, and although the logs only record the whole second every proc firing occurs on a 3.

If it actually weren't every 10 seconds, you would expect to see drift in the time of the proc firing over the course of those hours, but every firing is on a 3, so it sure looks like's every 10 seconds on the dot to me.  So either the expiration of the suppression is checked before the proc in the order of operations, or the lockout is actually a little bit shorter than 10 seconds.

There are definitely changes that were made between Homecoming and the OuroDev Source in character_combat.c (which I suspect was likely the location of the dequeuing bug that Farm Tank fixed) and is where the proc checking logic happens.  I'm excited for the test server to come back online so that I can actually test that on an MM. (Or I may just PL an MM to test)

19
Mastermind / Re: It's a BOW Time! (Ninja/Time/Mace)
« on: October 15, 2022, 03:12:06 pm »
Hmm, that is not the way I would have guessed that Tactics operates (having a chance to proc on every ally).  That definitely changes the computation if that's how it works.  If that is how it works, then the clamp wouldn't be to 90% in your later cases because the clamp in the code is on individual proc chance.

Have you tested this on Rebirth?  I've just been running it with two on a team (only have 2 accounts, in retrospect, I probably should have created an MM to have more targets to test on) and I don't have a very large sample size, only 51 procs, 175 procs but I'm seeing closer to 7%, not the ~12.5% we would expect if it were actually triggering per target, but that could just be bad luck on my part:

It's also clearly following the 10 second trigger rule that all toggles are supposed to follow (I found some old posts claiming that tactics was doing something different, so that at least has been fixed).  If there is a timed lockout it's < 10 seconds, because I have gotten consecutive checks firing.

20
General / Re: Immigrant Advice?
« on: September 17, 2022, 01:54:10 am »
Welcome to Rebirth!!

If you are interested in teaming on Rebirth, it's useful to know that we have Discord/In Game chat integration courtesy of the Event Herald (Harold).  Harold pipes the LFG, Rebirth General, and Help channels to the discord and vice versa, so if you're interested in running content in a team, you can pull in the folks that are just zoned out watching Netflix not just the ones that are hanging around in game.

Herald can also be used to schedule and advertise events.  Because we're a small server, some advanced planning is beneficial: https://forum.cityofheroesrebirth.com/index.php/topic,81.0.html
We also have a standard roster of weekly events.  Itrials are run every day of the week at different times, and are open to all level 50 characters.  We have a rotating team of competent leaders who are all happy to provide detailed instructions if asked: https://forum.cityofheroesrebirth.com/index.php/topic,10.0.html

We really are a friendly server so if you have any questions feel free to shout out in Rebirth General.  Because it took us a while to get our forums up and running we tend to be more active on Discord as a server than on the forums. (We often forget they're here).

Hopefully that helps get you oriented!

21
I've been running trivia as part of the Underground Trials on Tuesday and Thursday nights.  I've been posting it under the #lore channel on discord, but thought I would make this post a reference to those posts so that you can find them as they start to get buried in other #lore discussions.  It may turn out that two full length quizzes a week is a bit much, but we'll see.  Currently I'm reusing the trivia at MSRs so, the answers won't be posted until after that:

11/2/2021:   Inaugural Quiz: Testing the Waters
11/4/2021:   Topics: Devs and Their Secret Identities, Defense, and Lore Analogies
11/9/2021:   Topics: Game History, Hero Agencies, and Damage
11/11/2021: Topics: Enhancements, Villain Leaders, and Famous on the Forums
11/16/2021: Topics: Do You Even Build?, Players in the Game, and Rularuu
11/30/2021: Topics: Name that Zone, the End of the Rainbow, and Costumes
12/2/2021:   Topics: Villain Identities, Inspirational, and Let it Snow!
12/7/2021:   Topics: In the Beginning, Hamidon Raids, and Name that Badge (Issue 2)
12/14/2021: Topics: The Price is Right, Meet the Coles, and Have You Been Paying Attention?
12/21/2021: Topics: Real People, It's a Race, and Our Alien Friends
1/4/2022:     Topics: Knockback, Name that Group, Digital Goodies
1/11/2022:   Topics: Fledgling Heroes, The Dead Doctor, Endurance and How to Get It
1/20/2022:   Topics: Shop 'til you drop, Task Forces, the Cake is a Lie!
1/25/2022:   Topics: Order of the Four Winds, Where's Waldo, Inspirations, again.
2/3/2022:     Topics: Hazards, Go Faster, Badges (Issue 3)
2/8/2022:     Topics: True Love, Don't Lose Your Head, Valentine's Day
3/10/2022: Topics: Community, Souvenirs, and The Best Defense is Damage!
3/22/2022: Topics: The Comics, Badges (Issue 4), Hero Identities
3/29/2022: Topics: Sisters, April Fools, First Ward
4/21/2022: Topics: Costume, Vindicators, Meat Shields
5/31/2022: Topics: GMs, Day Jobs, and 'I'd like to be your Neighbor
7/12/2022: Topics: Corps, Inherents, Procs and Globals
8/11/2022: Topics: Plots, Badges (Issue 5), Awful Park
9/20/2022: Topics: Villainous, "ARE YOU NOT CONTAINED!", and This Space for Rent.
12/6/2022: Topics: All You Can Eat, Baby It's Cold Outside, and Flashback!

22
Live Bug Reporting / Re: Taskmaster Gabriel Reward description wrong
« on: November 12, 2021, 12:02:32 pm »
There is a very short list on the discord under #known-issues.  I don't think it's comprehensive, but instead represents the issues that get reported most often:

KNOWN ISSUES LIVE AS OF SEPT 15 2021

-Generic stun recipes show the wrong name in the dropdown label.
-The Rouge/Vigilante superpack is missing a card.
-iTrial reward table showing mislabeled option.
-Older costume save files may not load properly.

23
Live Bug Reporting / Re: Taskmaster Gabriel Reward description wrong
« on: November 11, 2021, 09:26:41 pm »
It's known bug in the incarnate salvage rewards tables from itrials.  I assume (perhaps foolishly) that these are both pulling from the same place so when we fix one we'll fix the other, but good for the devs to know if this is actually two separate locations.

24
Hurray!!  Glad to hear that worked for you!

25
Is this a female costume?  As part of the revamp that allows for asymmetrical torso and hip patterns and for asymmetric gloves, all of the costume pieces were replaced with duplicates to work in the new system.  To keep from current costumes breaking, all of the old parts still exist in the system, but are no longer accessible by the costume creator, since in the costume creator you now have to use the new parts that allow for the asymmetry.  Jagged has been working on a tool that can be run on your saved costume files to convert all of the names to the new pieces so that it will just load up smoothly.

[editing because there's a forum post about it, that would be better]:
https://forum.cityofheroesrebirth.com/index.php/topic,202.msg514.html#msg514

26
General Suggestions and Feedback / Re: Gender Diversification
« on: October 19, 2021, 03:14:29 pm »
Not a dev, but there has definitely been noise that makes it sound like there's been work behind the scenes for trying to get some NPC costume parts into player hands.  At the moment the costume dev putting in the most significant work is SilverAgeFan, and their dance card is pretty full for the time being.  But the costume team has expanded, so hopefully there's some one there that can handle it.

I think the gender diversification of enemy groups gets a little bit trickier.  I suspect that the devs wouldn't just want to populate the enemy groups with costumes that could be player created it order to keep them a little more special (And you can have more fun with parts that might clip in that case).  My impression is that adding enemies to a group though should be something within our ability at this point, and so is definitely a possibility.

27
Tech Issues / Re: Sunrise Launcher issue
« on: October 16, 2021, 10:39:25 am »
I would recommend direct messaging @PPD Drone on the discord to open a ticket and get some direct support.

28
Blaster / Re: Stealth buff to Tactics for Blasters
« on: October 14, 2021, 05:22:47 pm »
I guess that's probably this:
"Blaster now have their 2400 stat improvements to Blaster’s Max HP and ToHit"

Although that feels like a pretty opaque patch note.

29
I don't know what the justification is on poison, haven't really looked at the set.  I can't think of any immediate reason why cold, ff, or rad couldn't be proliferated.  I know there are concerns that kin can be such a massive multiplier that it would be too powerful on MMs, although I know some servers have proliferated that anyway.

30
I think there has been less of a need perceived for proliferating Empathy/Pain Domination since Pain Domination was designed to be villain empathy.   I haven't looked into it at all, but since they were designed this way, I wonder if Pain Domination is balanced high, and that if proliferated to Defenders could end up having outlier numbers when paired with Defenders' higher support multipliers.  Since Pain Domination and Empathy fill similar niche's you also don't want to make one of them obsolete by proliferating it.

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