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raediya Arc User

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  • I may as well try. All assets already exist in-game. Besides, how can you say no to that face?! >:3 Parts:* Heads: Teddy Bear Head * Hands and Gloves: Teddy Bear Hands * Chestwear: Teddy Bear Body * Boots and Feet: Teddy Bear Feet Preferably with the ability to use hats/space domes! Apparently, they already exist! Thanks…
  • Test: Break free damage on shield effects. Test parameters:* Controller* Attributes/Passive: Presence: 580, Intelligence: 258, Recovery: 141, Aura of Primal Majesty Rank 3, Manipulator Rank 1, Support Role, Presence: Dominion 2/2 * Powers: Ego Sleep Rank 3, Thunderclap Rank 3, Binding of Aratron Rank 3, Entangling Mesh…
  • Alternative fix for Throwing Blades: Remove the "Boomerang Cone" portion of the power and make the power deal direct damage. Throwing Blades Explanation: Throwing Blades currently does not deal direct damage. Instead, it places a debuff listed as "Boomerang Cone" on the target that deals slightly delayed damage. This can…
  • The live server and PTS tool tips for Two-Gun Mojo match each other.
  • Patch Notes: * Gas Pellets: Damage reduced by 25% and power can no longer critical hit. * Revitalize: This Specialization can now only occur once every 6 seconds (Up from once every 2 seconds). * Shadow Strike: This power now correctly benefits from bonus damage while either Stealthed or using Smoke Bomb and no longer gets…
  • New Mind Break Numbers: Attributes: 262 Dexterity, 63 Constitution, 453 Intelligence Role: Ranged Damage Powers: Quarry R3, Concentration R1 (8 stacks), Shadow of Doubt R3, Mental Leech R3, Mental Storm R3, Mind Break R3, Ice Sheath R3 10 Stress, 10 Regret, 10 Dependency Detonation Time to stack: 61 seconds Target:…
  • Interrupt Lockout Self-generated debuff. Base time: 80s. Minimum time: 40s. Modified by: Roles:* Support * Ranged Damage (penalty) * Melee Damage (penalty) Attributes:* Presence Powers:* Mentalist: Manipulator (scales with presence or intelligence) * Mystic: Aura of Primal Majesty (indirectly from presence bonus)…
  • Correct, Revitalize doesn't use base cooldown time, but Intelligence/Cooldown Reduction adjusted cooldown time, which is what the equation uses. Reworded the original post to make that more clear.
  • Specialization: Revitalize f(t) = t0 - t - (t0 * 0.06) * ceiling(t / c), t >=0, f(t) >=0 t' = min(f(t)), 0 <= f(t) < t0 *0.06 h = (t0 - t') / t0 f(t): time remaining in cooldown, t0: power cooldown time after applying cooldown reduction, c: time between Revitalize trigger, t': adjusted cooldown time with Revitalize, h:…
  • Test: Mind Break purge/detonation: Parameters: Base Attributes: Primary: 262 Dexterity, Secondaries: 63 Constitution, 453 Intelligence Passive: Quarry R3 Powers: Shadow of Doubt R3, Mental Leech R3, Mental Storm R3, Ice Sheath R3, Concentration R1 (8 stacks) Role: Ranged Damage Critical Severity: 140.8% (with Ice Sheath…
  • Just some suggestions: * Reduce debuff cap to ~5, change debuff cap to be per player as opposed to global as of now. Mind Break only detonates player's own debuff stacks. (Encourage players to detonate using Mind Break as a method of support, since it heals.) * Reduce Regret and Stress to 1-2% per stack. (Values could use…
  • Test: Nailed to the Ground and Ascension Powers: Nailed to the Ground, Ascension Rank 3, Seraphim Rank 3 Using Nailed to the Ground against a target using Ascension also apply 10 seconds of Energy Form Cancel, removing test target's Seraphim as well as Ascension. Unsure if this is intended behavior, or a side-effect of the…
  • Some preliminary tests: Congress of Selves (Rank 3), 10 stacks of Lingering Regret/Ebbing Lifeforce/Shadows of the Mind, Concentration, cycling Mental Leech/Shadow of Doubt/Mental Storm as they leave cooldown. Time: 160.5s, Damage: 522561.9, 3255.8 DPS Time: 102.0s, Damage: 312826.8, 3066.9 DPS Single Mind Break (Rank 3)…
  • Graphs still in progress. Non-attribute-scaling bonuses not included. Damage Types: Physical: Crushing, Piercing, Slashing Elemental: Cold, Fire, Toxic Particle: Electric, Particle, Sonic Paranormal: Dimensional, Ego, Magic (All values are per point of SS, unless otherwise noted.) * Passive Powers* Energy Projector* Power:…
  • * Specialization Dependencies* Strength* Specialization: Swole (+1/2/3 Maximum Health Points per point of strength.) * Specialization: Physical Peak (+X% Melee Cost Discount.) * Specialization: Quick Recovery (+0.1/0.2 Health Points per 3 seconds per point of recovery.) * Specialization: Brutality (+X% Critical Severity.)…
  • * Role Scaling* Hybrid* Innate Bonuses:* None * Primary SS (Increases all damage strength and healing.) * Secondary SS (Increases all damage strength and healing.) * Power: Aura of Arcane Clarity (Team bonus: Rank 1: +0.022% Power Cost Discount and Power Recharge Speed per point of presence. Rank 2: +0.028% Power Cost…
  • * Power Dependencies (Continued)* Recovery* Power: Compassion (Compassion) (+0.033% Healing Bonus and Shield Strength per point of recovery. +0.016% Damage per point of recovery. +0.1 Energy per point of recovery. Scales with higher value between recovery and presence.) * Power: Ego Reverberation (+0.021 Energy per point…
  • * Power Dependencies* Strength* Power: Enraged! (Enrage, Aspect of the Bestial) (+0.033% Melee Damage per point of strength. +0.016% Ranged Damage per point of strength. +0.1 Energy per point of strength.) * Power: Way of the Warrior (All ranks: +0.075 energy per point of strength on enemy dodge.) * Dexterity* Power: Focus…
  • * Secondary Attributes* Offense* Offense (Increases all damage strength.) * Critical Severity (Rating) (Increases critical severity. Stacks additively with specialization +X% bonuses.) * Critical Strike (Increases critical chance. Shares curve with dexterity and values are added together before % critical chance…
  • * Attribute Bonuses* Strength* Increases melee damage (except Telekinesis framework melee powers). (For strength less than 70, +0.28% Melee Damage per point of strength. For strength greater than 70, +0.074% Melee Damage per point of strength.) * Increases melee knock strength. (+1% Melee Knock strength per point of…
  • Test: Vehicles Version: FC.30.20120808a.4 Various Observations: *No slow-fall effect on cancellation. *Power cooldowns can be circumvented by toggling the device on and off. *Transformation sets all attributes to 5. *Transformation does not respond to break-free effects. (No break-free numbers, nor does pressing "z" change…
  • Test: Shadow Strike Version: FC.30.20120731a.5 Disclaimer: Test is not intended to be comprehensive. Test Parameters: The Night Avenger Archetype. Attributes: Secondary SS:Strength: 68, Primary SS:Dexterity: 643, Secondary SS:Ego: 65 Offense: 269.8 Relevant powers: Form of the Tiger (Rank 1), Night Warrior/Sneak/Shadow…
  • Updated Information Version: FC.30.20120731a.1 Notes: Crash isolated to mouse over of item: [Inborn Tenacity], bug is consistently repeatable. Updated perception gear information can be found in the "Perception (Undocumented Changes)" thread here.
  • Game Client Crash Version: FC.30.20120731a.1 Synopsis: With some amount of certainty, item [Inborn Tenacity] causes crash on mouseover. Perception Gear Changes Version: FC.30.20120731a.1 Synopsis: Malvan Emblem: +14% Stealth Sight Perception Core: Rank 2: +10% Stealth Sight, Rank 3: +11% Stealth Sight, Rank 4: +12% Stealth…
  • PTS Game Client Crashes Version: FC.30.20120727a.0 Synopsis: Edit: Incorrect evaluation, please ignore.
  • Undocumented Changes: Pre "On-Alert" Gear Version: FC.30.20120727a.0 Synopsis: Existing gear prior to the On-Alert patch changes that brought modifiable gear have lost their prefixes and parts of their descriptions. Screenshots: Old Gear New Gear
  • Test: Sniper Rifle, Assault Rifle (DPS) Version: FC.30.20120727a.0 Disclaimer: Test is not intended to be comprehensive. Gear and specializations based on readily available gear (live server was down, unable to swap for items in super group bank.) Testing ignores environmental and crowd control effects (target is static…
  • Test: Pulse Beam Rifle, Assault Rifle (DPS) Version: FC.30.20120727a.0 Disclaimer: Test is not intended to be comprehensive. Gear and specializations based on readily available gear (live server was down, unable to swap for items in super group bank.) Testing ignores environmental and crowd control effects (target is…
  • Test: Melee Damage (Dragon's Claws) Way of the Warrior vs. Night Warrior The goal of this test is to compare the passive benefits of Night Warrior versus that of Way of the Warrior in regards to damage. This is by no means a comprehensive test. The target of this test, Kigatilik, is an immobile entity without knockback…