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twostars

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Everything posted by twostars

  1. Can you take a screenshot of what you're seeing with the panel? The Power-Up Store is probably erroring for the same reason. Edit: Security should be a lot more relaxed. Let me know if you're still having issues.
  2. twostars

    List of bugs 2017

    Stun rates aren't the same as slows but they're similar. Simming these with 255 INT and 100res, it'll be about 5.5%. Can we have some feedback on the things that were addressed; these all good now? I modified the original post to group them.
  3. twostars

    List of bugs 2017

    Funnily enough, this skill is called "Confusion of Devabird", so I guess they considered it at some point but either got rid of it or didn't use it? I'll remove it.
  4. twostars

    List of bugs 2017

    That should read monster skills no longer cancel. Melee should still behave the same. The logic needs fixing up for monsters, so for the meantime we dropped it. Right, but INT isn't valued all that much anyway in the calc. Archers do have INT, it's just useless to you for anything else. The rates should be much the same as in the second example with 160 INT (as said, it isn't valued much). I'd switch the base stat to the player's primary stat, but when the calcs were in the client officially they always used INT. So trying to keep its behaviour as close to official as possible. The rates are capped there, so theoretically it could be scaling higher but considering all reports on the issue are that they're either proc'ing too much or there's no difference between players with high/low resistances (which there is: ~5% to ~33% is a huge difference, even if the gap should perhaps be higher), I'm a little hesitant to do so.
  5. twostars

    List of bugs 2017

    See post directly above yours.
  6. twostars

    List of bugs 2017

    Can you give me an example of a skill that behaves like this? I'm running simulations on various slows and the % doesn't seem to reflect what you're describing. For example: Ice Staff: Caster: Mage with 255 INT Target: 0 resist Rate: 22.2% (capped + staff chance is reduced) Caster: Mage with 255 INT Target: 10 resist Rate: 17.8% Caster: Mage with 255 INT Target: 30 resist Rate: 11.9% Caster: Mage with 255 INT Target: 50 resist Rate: 8.9% Caster: Mage with 255 INT Target: 70 resist Rate: 7.14% Caster: Mage with 255 INT Target: 100 resist Rate: 5.5% *** (with less INT, but it's really not worth that much) Caster: Mage with 160 INT Target: 0 resist Rate: 22.2% (capped + staff chance is reduced) Caster: Mage with 160 INT Target: 100 resist Rate: 5.1% *** Prismatic: Caster: Mage with 255 INT Target: 0 resist Rate: 33.3% (capped) Caster: Mage with 255 INT Target: 10 resist Rate: 26.2% Caster: Mage with 255 INT Target: 30 resist Rate: 17.5% Caster: Mage with 255 INT Target: 50 resist Rate: 13.1% Caster: Mage with 255 INT Target: 70 resist Rate: 10.48% Caster: Mage with 255 INT Target: 100 resist Rate: 8% As you can see, there's quite a gap between players with no/low resist to players with 100 resist. If you could give me anything more specific for me to sim which can help show this behaviour, that'd be appreciated.
  7. twostars

    List of bugs 2017

    Regarding not being able to be slept, what else should behave like this? I think we exempt pots for some reason, and it probably doesn't tell the difference. Potting should also break stealth though? What isn't meant to break stealth? The threat generated from this is so minor any attack will rip off it. I can change it but unless you have a specific scenario where it's counterproductive, I don't think this is illogical. Are we referring to soloing content here? Debuffing first then having more time to cast the first attacks since they completely ignore you otherwise? I guess what I'm asking is how is this harmful? It's only Juraid that causes this. I suspected Forgotten Temple would too, since it's also not meant to behave as it does, but apparently not. This is fixed for the next restart. The other one that should have a notice is the infiltration quest from [Tactical] Josiah/Grace in Luferson/EMC, but I wasn't sure what specifically triggered that when I did it myself officially. I'll add this one, since that one at least has an obvious trigger. Edit: This one's been added, pending restart. Why not FT? The main purpose of it is to have people require some involvement on that character before participating so you don't just run them on a fresh character and sabotage the event. Obviously it isn't perfect, and I have more planned for dealing with this (I want to refill in-progress instances, although FT is still a special case), but it should somewhat help. As far as rebirthing, that's a very good point. Rebirthed characters satisfy this "involvement" requirement, so there's no need to further enforce the 800 NP on them. I'll fix that. Edit: This is fixed, pending restart. So did I. I'll have to look more into this. Yeah, I'm pretty sure this is the one that had an exact rate of 50% officially. I'll look into that. Edit: We should already be enforcing this rate. I'll test it further, but at a glance it looks fine. Edit 2: Still looks okay, but I've made some tweaks which should hopefully guarantee this (pending restart). It's possible that precision on live is causing our checks to behave oddly, so changed things a little to avoid this. That's an interesting one, because the only way for this to be the case is if the skill was configured to have a DoT & skill configs are all from official data. I'll check it out. Edit: Okay, so what I've discovered is this. Checking this against official data, this data is correct/consistent, so I'm guessing it's just another one of those cases where the tooltip doesn't say exactly what things do. It'd be nice to have someone check this specifically on USKO/SteamKO, because if it *doesn't* have the DoT then they're not using the same data as in the client. That doesn't make a whole lot of sense though, because the client would then still show the DoT even though the server didn't apply it. So IDK.
  8. twostars

    Kurian's Devil Transformation

    That sounds odd indeed. The way it's supposed to work (at least, the way we've implemented it) is the full absorb amount is supposed to be equivalent to your max HP (at the time of transformation). It absorbs 30% of each hit until the absorb's depleted and then the transformation's removed.
  9. twostars

    MY ACCOUNT GOT HACKED !

    Nobody ever does, which is why we've always been against account sharing, and yet people still just think it's just a silly rule that doesn't apply to them. Yet here we are, another victim of account sharing by another trusted friend...
  10. twostars

    Comeback4kill (or something)

    02:50:00 [JM 297] [0] Players: ComeBacK4lKillYou MrNesh Elos Oooo00oooO OooooJLooooO Miyu SheBarracuda 02:50:00 [JM 297] [1] Players: IIIIIIIIII lFmycl AmericanShooter MyCashMoney Danger0uS HaLaskar SacredSouL Apparently it was ComeBacK4lKillYou, who's tied to lFmycl.
  11. twostars

    Atross/Riots NP bugged

    What are you guys killing them with? Also, can you confirm that you're actually not receiving the NP from them and the client's not just delaying it? e.g. Instead of giving 25 NP, after another kill (for instance) it'll give 50 NP (combined with the previous one).
  12. twostars

    Atross/Riots NP bugged

    It's possible this is related, but they'd have to have significant damage contribution for this to be the case, as it divvies up the NP by contribution. Having said this, I can see there's a minor flaw with how this works as it's requiring them to be in range but not excluding them entirely, so if a player comes along and deals damage to it, and then ranges it (for whatever reason), their contribution is still counted and while they receive no reward for their contribution, those that are in range get less for it. This is one of those cases where it's more of a trial and error thing as it's difficult to say for certain what the cause is for these cases specifically, so I'll change this logic to entirely exclude their contribution and see if this issue continues to persist. Whew, that was a little longwinded, so I hope that made some semblance of sense.
  13. twostars

    Kurian bug in bdw

    As said in the post directly above yours, this has been fixed for the next restart. I'll check that out.
  14. twostars

    Kurian bug in bdw

    This has now been fixed for the next restart. This is a different issue, best to create a new thread for that one with as much info as you can provide. Thanks
  15. twostars

    Kurian bug in bdw

    Thanks, this helped. I still can't consistently reproduce it, however I have repro'd it once and sort've see why it's happening. Should be able to fix that shortly. Edit: Okay. Can consistently reproduce it. That's actually really, really odd behaviour that I'm guessing officially mgame doesn't care about because it isn't as thorough with enforcing speedhacking as we are. That, and maybe they're blocking slows on these players? What seems to be happening here is interesting: something, related to these skills being used (haven't tracked it down yet to specifics) is entirely removing the slow from the client. The server still recognises them as having the buff (because why wouldn't they?), so when they're trying to move (at the regular non-slowed speed) they're getting yanked back to their position. So, the question is what's causing the client to silently drop the buff.
  16. twostars

    Atross/Riots NP bugged

    Did you happen to notice it a lot less after the restart? (at least, as of now) I'm wondering if they're bugging over time or not, since the server was up for a little over 2 weeks.
  17. twostars

    Kurian bug in bdw

    So I've just been trying various things to reproduce this and I haven't had any such luck, nobody's getting stuck or snapping back in the following: 1. Kurian "Pulling" player holding altar. 2. Kurian "Rushing" player holding altar. 3. Kurian stunning player holding altar. 4. Kurian holding altar using "Rush" on another player. 5. Kurian holding altar using "Pull" on another player. Also double checked things like warrior's scream to make sure it's not something like this inadvertently affecting it, but in all cases both players continue to move correctly. Is this something that happens consistently? Or is there something I'm just completely missing here?
  18. twostars

    Kurian bug in bdw

    Hm, okay. This was reported a little while ago but I couldn't reproduce it, on the basis that it was "Pull" breaking the player with the altar. I'll take another look at it.
  19. twostars

    Patrick transform scroll

    Alright, this should be implemented on restart.
  20. twostars

    Patrick transform scroll

    Probably the same issue as above. Very minor difference in the model's cast animation time. Official doesn't really care about checking these, we do, so not really an issue there but well... here it is. I think I'll just shorten Patrick's cast animation to match. Does the aggro thing in war zones (if even just war zones) only apply to Patrick or all NPC transformations (e.g. Hera)? Officially, I mean. Here I'm pretty sure we don't have any such logic either way.
  21. twostars

    Patrick transform scroll

    As far as I can tell, with or without seems to behave the same. Checking their effective cast times, the difference between the 2 is only 118ms. If that is actually that huge that it's making that difference, right now I'm not entirely sure what to do about it. I'm thinking maybe we're going to just have to adjust the model to normalise cast times (which diverges from official behaviour, although to be fair their checks aren't as stringent).
  22. twostars

    Christmas time is over guys

    Really it should just programmatically determine which to use depending on the time of year, but meh. Nothing wrong with a little bit of extra Christmas spirit; there's no such thing as being too festive. It'll probably get updated in the next client patch, anyways. As far as Aesteris goes, he's just had certain obligations that's left him with virtually no time for himself, let alone the server. Having said that, it's just temporary and he'll be back in the swing of things (very) soon, so don't fret too much about that.
  23. twostars

    Patrick transform scroll

    Transformations have always been... problematic. It's (been) on my list of things to get to though. Edit: Okay, so in summary, issues we're seeing with these so far are: 1. Neither clicking off nor the transformation expiring visually removes the transformation (edit: fixed, pending restart) 2. This scroll doesn't affect NPC aggro in war zones (is it supposed to *just* be Patrick? or all NPC transformations, e.g. Hera?). (edit: fixed, pending restart) 3. Some skills fail after moving while the transformation's enabled (Lupine, Cure). (edit: this is probably because this model's cast time is ~100ms longer, I'll try shortening the cast time in the next client patch and see how that goes) 4. "and also when use magpie transform scroll can't use meat dumpling." (edit: I can't reproduce this)
  24. This isn't exactly true; just tested, and *pots* definitely do 2K damage (although the damage is mitigated by passives, so I was taking, for instance, 1.7K damage). Consumables are intended to work this way. Healing skills do not however; unless they exceed 2K healing, in which case they cap at 2K damage. From my initial code for this, this seems to be the intended official behaviour.
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