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(Almost Tested) Bug Reporting / Re: Report on Jump Kick
« Last post by Joshex on Yesterday at 07:53:26 pm »
A jump can be initiated while the power is casting.

Running can be done during the TP event for a massive TP forwards (likely allowing people to go through walls)

TPing into an enemy against a wall will cause a disorienting partial spin back and forth very quickly.
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General Suggestions and Feedback / Re: FOCUSED FEEDBACK: Costume Additions
« Last post by SmallMedium on January 30, 2023, 07:22:37 pm »
The Diversified Gloves section lists Bone as one of the options, but none of the Bone gloves seem to have any diversification.
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- Recall:
   - Range of NPC Teleport decreased to slightly over standard attack distance from 200 ft to 100 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
   - Range of PvP Teleport decreased to long-range attack distance from 200 ft to 150 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.

Curious to know the thinking behind this change.  Maybe I've been using it not-as-intended, but I always thought of TP Foe as a substitute for a snipe power: able to pick off a single enemy at an extreme distance when you need to thin the herd.  If I'm correct in thinking 150 feet is standard for snipe powers, wouldn't it make sense for that to be the minimum range for this as well?

I agree.
The base range of this power ought to be consistent in PvE and PvP.
Set both to 150 ft and call it a day.
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- Recall:
   - Range of NPC Teleport decreased to slightly over standard attack distance from 200 ft to 100 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
   - Range of PvP Teleport decreased to long-range attack distance from 200 ft to 150 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.

Curious to know the thinking behind this change.  Maybe I've been using it not-as-intended, but I always thought of TP Foe as a substitute for a snipe power: able to pick off a single enemy at an extreme distance when you need to thin the herd.  If I'm correct in thinking 150 feet is standard for snipe powers, wouldn't it make sense for that to be the minimum range for this as well?
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Patch Notes / PTS Patch Notes - Jan 28, 2023 (Test Server) - Ri5
« Last post by MuonNeutrino on January 28, 2023, 05:57:08 pm »
Synapse TF:

- Restored invincibility phases to the boss in mission 3
- Hostages in Mission 2 are now Untargetable and Invincible
- Removed extraneous objective texts to reduce Nav Window clutter
- Mission 3/4 compound task is no longer Abandonable
- Adjusted some verbiage in the Clockwork King UI script

Rage Exposure now has a chance to cause any the following side effects after being exposed a while:
- Sick: -Regen
- Lethargic: -Recovery
- Weaken: -Dam(All)
- Woozy: -ToHit
- Slow: -Recharge, -Movement Speed
While you continue to Rage with these side effects, eventually the side effects wear off (at least for a while).
The more Rage Exposures you've had the higher number of the changes of receiving side effects become.
After completing the Task Force you'll evacuate the Rage inside your body.

Powers:

Teleportation:
- Recall:
   - Range of NPC Teleport decreased to slightly over standard attack distance from 200 ft to 100 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
   - Range of PvP Teleport decreased to long-range attack distance from 200 ft to 150 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
- Blink:
   - Range decreased to standard attack distance from 100 ft to 80 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
   - Defense scale increased from 0.25 to 0.58. This power's defense no longer stacks with itself. Removed Psi Defense.
- Blink Blitz:
   - Range decreased to standard attack distance from 100 ft to 80 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
   - Defense scale increased from 0.5 to 0.725. Removed Psi Defense. Its defense was never able to stack and still doesn't.
- Mass Translocate:
   - Range decreased to long-range attack distance from 200 ft to 150 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.

Warshade:
- Shadow Recall:
   - Range of NPC Teleport decreased to slightly over standard attack distance from 200 ft to 100 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
   - Range of PvP Teleport decreased to long-range attack distance from 200 ft to 150 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
- Extinguish Light:
   - Now replaces Starless Charge in Umbral Blast.
   - Range decreased to standard attack distance from 100 ft to 80 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
   - Defense scale increased from 0.5 to 0.725. Removed Psi Defense. Its defense was never able to stack and still doesn't.
- Starless Gateway:
   - Ranged (Targeted AoE), Foe Teleport
   - This power occupies the place in Umbral Aura where Extinguish Light previously was.

Afterburner/Aerobatics/Quantum Acceleration/Solar Glide:
- Returned additional Movement Friction and Control to Afterburner/Quantum Acceleration that was placed in Aerobatics/Solar Glide.

Power Bug Fixes:

- Corrosive Vial now accepts the correct enhancements.
- Corrosive Vial now deals damage for Guardians.
- Fixed Dive Attack pool restriction so that it works correctly.
- Improved implementation of Movement and Friction Control for Combat Jumping.  Still works the same as last patch.
- Fixed the order of Peacebringer and Warshade primary powers to appear by level unlock.  This is a missed leftover from the Kheldian revamp where certain power's levels changed when they became free with shapeshift forms. This is a visual change only.
   - Proton Scatter now appears before Radiant Strike
   - Luminous Detonation now appears before Inner Light
   - Dark Matter Detonation now appears before Shadow Blast
   - Gravitic Emanation now appears before Starless Step
- Fixed gunfu weapon draw
  - Gunfu pistol attacks will no longer play redraw animations/sounds even when the pistols are already drawn
  - Gunfu pistol attacks will no longer sometimes animate with invisible pistols in certain situations

Costume Bug Fixes:

Fixes ambient occlusion layer of non-striped Gunslinger belt/skirt pieces to better match original.
Include missing graffiti emblems on female single-panel tights (for real this time)
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General Suggestions and Feedback / Re: [Issue 5] Rolling Barrage set
« Last post by MuonNeutrino on January 28, 2023, 11:52:57 am »
Being cheaper certainly isn't meant to be the set's only selling point, or even the main one, but it is still *an* upside. There'll still be more of them ending up on the market than a rare set, and every merit that doesn't go towards the recipes and every inf that doesn't go towards rare salvage to craft them are still more merits and inf available for other things. Many of us do have merits and inf coming out of our ears, but not everyone, and the cost savings is still particularly relevant for newer players, those who spend more time playing at lower levels than at 50, or those who play less frequently. Ease of acquisition by itself wouldn't make up for a set just not being worth using, but it's also not *meant* to, it's just meant as another factor in the cost-benefit evaluation.
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For force bolt, I will be completely honest and admit I had not considered making it a line attack during my initial planning, and I like the idea you've presented here.

In that case, is it possible to cause the activation of one power to near simultaneously activate a second power by the same caster at the same $Target?

To sidestep around the Arcanatime problem of needing to animate two attacks in a row ... could the first power activated have what amounts to "no activation time at all" (making it animation invisible) and then letting the second power activated "carry the animation time" for the combination? That way, you would essentially be "automatically chaining" two attacks together, giving you slightly different yields for each of the two components.

Attack 1 = 0s animation
Attack 2 = full animation duration of original

That way, you get what amounts to "simulcasting" of the two attacks at the same $Target from the original caster.

Where stuff will just go completely bonkers doing that though would be in the tooltips and powers performance details reporting, if the tooltips are showing only half the info (because two different powers activated as one click).

I know that City of Heroes was originally designed as a "execute ONE AT A TIME" game engine, so this may not be possible. However, not being familiar with the spaghetti coding underneath the hood, I do have to wonder if there's a way to finesse a solution. If there isn't then "oh well" ... it would simply be "back to the drawing board" of using a 5º Cone attack that then spawns PBAoEs of Knockback splash around $Targets (1 splash radius per $Target!) that get hit by the Force Bolt. Perhaps less "elegant" of a solution than the cone within a cone approach, but ultimately if it's Stupid But Works ... was it really all that stupid?

If you do try a 5º Cone that spawns PBAoE Knockback splashes around $Targets (because the Cone In Cone option is not available as a solution), then I would recommend a Max Targets: 5 on the 5º Cone along with a Max Targets: 5 for each PBAoE Knockback splash radius spawned around $Targets that get hit. Such a combination would yield a theoretical maximum of 5x5=25 KB splash hits, although that cap will almost never be reached in actual gameplay (the positioning of Foes will almost NEVER be that favorable).

Alternatively, if you want to get REALLY creative ... you could do a 5º Cone that spawns CHAINING Knockback splashes (ala some Electric attacks and Ion Judgements) that "jump" a short distance from the $Target(s) hit by the 5º Cone out to hit nearby Foes with the Knockback splash. A narrow line cone for damage that uses short distance chains to do knockback splash could be VERY INTERESTING in actual gameplay, since the chains would not be a predetermined shape (spherical) ... meaning that in Target Rich Environments (such as Team-8 and League play) the Knockback splash wouldn't be entirely pre-determined and predictable. Instead, the Knockback splash would "fork outwards" from the 5º Cone of affected $Target(s) and create a sort of "bowling alley" FEEL to how the power works (sometimes you get a Strike, sometimes you pick up the Spare, and sometimes you wind up with Bedposts). Using short range chaining for the Knockback splash would give Force Bolt an extremely unique "character" to how the power works in combat, sufficiently so that it wouldn't feel like a gimmick but more like a natural consequence of how the power ought to "behave" (visually) when used.

Just some more Ebil Ideas™ for you to have fun with, if you're so inclined. 8)
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General Suggestions and Feedback / Re: [Issue 5] Rolling Barrage set
« Last post by Redlynne on January 28, 2023, 08:57:43 am »
ease of acquiring pieces

For all intents and purposes, this is functionally a NON-ISSUE.

You're not going to get 6-slots of this set all at the same level via drops without going to either a Merit Vendor (most likely), Alignment Vendor (probably foreclosed on if all the set pieces cost 30 merits and thus are not sold by Alignment Vendors!), Astral Thread Vendor (in Ouroboros), or the Auction House (good luck finding it there at the enhancement level you want in a small population game economy!). So acquisition will almost always be done via Reward Merits ... and those just accumulate over time (except when you're spending them), kind of like with INF (if you don't spend it, it just accumulates over time).

Sure, a set that costs 180 Merits for 6 slots (@ 30 each, total 180) will be "cheaper" to acquire than 5 slots @ 75 each plus 1 slot @ 125 (total 500) ... but that "cheaper" benefit is only going to be relevant to the first character you make on the server. Once you've got Alts (and especially if you've already got a Level 50 on your account), being able to accumulate Reward Merits to pay for completed sets that are not Purples or PvP sets is a relatively trivial exercise ... especially if you've been completing Story Arcs and running Strike/Task Forces.

So while the set you've designed may be "cheaper to acquire" ... that fact is not in and of itself sufficient to override other longer term performance considerations (because cheap to buy can also mean cheap forever in terms of return on investment). If anything, I would consider the "cheaper to acquire" point to be more of a Quirk of the set, rather than a Selling Point in its favor (in desirability terms, relative to the alternatives).
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General Suggestions and Feedback / Re: [Issue 5] Rolling Barrage set
« Last post by MuonNeutrino on January 27, 2023, 03:28:06 pm »
Rolling Barrage
= 1.625 SO Accuracy ... 2.25 SO Damage ... 1.625 SO Endurance ... 2.125 SO Recharge = 7.625 SO enhancements equivalence

Annihilation
= 2.0625 SO Accuracy ... 2.6875 SO Damage ... 0.9375 SO Endurance ... 1.5625 SO Recharge + Proc = 7.25 SO enhancement equivalence + Proc

I think you may want to check your math, you seem to have left out one of the dual-aspect damage components for rolling barrage. The set has three dual-aspect damage enhancements (0.625 each = 1.875) and two triple-aspect damage components (0.5 each = 1) for a total of 2.875 SO equivalent damage, not 2.25, and 8.25 SO total enhancement equivalent, not 7.625.

I agree completely that a set ought to get enough damage to reach the ED caps, because you *do* get the most efficiency out of damage slotting, and so I did that. If I had traded out damage for other enhancement types I would completely agree with your conclusion here, but that's not what I did. It's got equivalent or better damage slotting as the other taoe sets. You may want to reconsider your evaluation in light of this.

The situations where a full set of rolling barrage is intended be desirable over a full set of one of the other non-special taoe sets are ones where you are interested in rolling barrage's greater enhancement in accuracy (vs detonation or posi's), endurance (vs annihilation or posi's), recharge (vs all three sets), or total combined enhancement (vs all three sets), or ease of acquiring pieces (vs annihilation or posi's), or rolling barrage's unique set bonuses of +range (not otherwise available outside of ATOs or PvP sets in pvp) or S/L/melee def (not otherwise available in taoe *or* ranged sets), more than you are interested in the other advantages of those other sets.

And yes, it's also meant to be an attractive option for frankenslotting if you want to do that - not to the detriment of also being attractive to slot the full set, but it's got triples that can fill holes (like acc/end/rech which is *perfect* for the 6th slot in a power that's got 5 posi in it already) and it's also why I put the range bonus as the first one so you still get one of the unique bonuses even when using only a couple enhancements from the set.

Rolling barrage's niche is meant to be that it provides more total enhancement percentage than any other non-superior taoe set, has a couple of set bonus types that you otherwise can't get from slotting up taoes *or* blasts, and is also useful for frankenslotting as well as slotting the full set, while being cheaper and easier to acquire than a rare set like posi's or annihilation. It may not be what you in particular are looking for since it's not meant to offer range enhancement, but it does have a role it fills.
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For PFF, I actually did put in a float text that pops up over your character's head when you go back into OnlyAffectsSelf so that you can tell it's happened, though I suppose that doesn't give you *advance* warning. I could add a '5 4 3 2 1' countdown in float text I guess, though I wonder how far that sort of thing could go before it feels too over the top.

For the stun in repulsion bomb, that's not how the level modifiers work on this type of effect. Almost all mez effects are typed as 'duration' effects, which means that adjustments from enhancements, buffs, level differences, etc alter the duration of the effect rather than its magnitude. Most other effects like debuffs, damage, etc are typed as 'magnitude' effects, where such adjustments affect the strength of the effect instead. So while level differences can scale down the strength of debuffs or the damage of an attack, they only scale down the duration of a mez. Against uplevel targets repulsion bomb won't stun for as long, but it'll still stun things, and the duration degrading is the expected and intended reduction in strength against such foes in this case.

For force bolt, I will be completely honest and admit I had not considered making it a line attack during my initial planning, and I like the idea you've presented here. That said, unfortunately, one of the *reasons* I never really considered making it a line attack is because I knew (AFAIK, anyway) that the sort of thing I wanted to do wouldn't work on a cone.

It's possible to tag effects with radius overrides, like the ones I'm using on the current version of force bolt to make the damage/stun/KB only affect the main target while leaving the KD to affect the full aoe. But there isn't an option in the current powers system to give things *arc* overrides that would let the main effects only apply in a narrow central cone while the splash KD applies to a full width. And absent that ability I don't see a good way to implement an effect like what you're suggesting.

A pseudopet summon can be used to apply extra effects like this, but there's a good reason that the overwhelming majority of pseudopet effects are simple pbaoe spheres around the pet - they can be implemented by giving the pet a short-lived autopower with a spherical area that just activates automatically. If you give a pet a *cone* power, now it needs to be a regular power with an activation and recharge etc, and more importantly it needs a *target*. And as far as I know there's no straightforward way to tell a pseudopet 'use this cone power on the same target that the person who summoned you just used their power on'.

So I could make force bolt be a cone, and I could have it also summon a pseudopet at self, but I can't make that pseudopet simultaneously use another cone on the same target to give the 'cone within a cone' effect you're talking about, and I can't combine both cones in the original power like I'm doing with the current version because there's no arc equivalent to the radius override for cones. (Ironically I could *also* do the current version via a pseudopet, so there's two ways to implement this sort of thing, both of which work for taoes but neither of which work for cones!)

I do like the idea, and if I could see a way to implement it I'd at least try to investigate it to see how it plays. Honestly I wish the engine had more tools and options for implementing line-style attacks properly - the 'narrow cone' method is kludgey and lacks versatility in a few different ways including the ones noted here. Unfortunately the game doesn't currently support that sort of thing very well.
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