The Codex WIP

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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Fri 11 Apr, 2014 7:35 am

Barrogh wrote:This may be due to the fact that those numbers are listed before blanket +75% bonus that actually covers all 3 guns and autocanon's base damage just gets nerfed in order to keep it sane, but I believe that internal workings of the game are not the point of wiki. I suggest to aim it for "rank-and-file" player usage and provide section for advanced notes for modders/whatnot.


This is the correct answer. I won't be changing it, and we've been over it in this thread already. It's buried in here somewhere ;) . After all, the dps values are in the upgrade tab. I think that is enough to properly explain the damage value, especially with the labels on the weapons in the weapons tab now.

Barrogh wrote:Another thing is that description of Mark of Nurgle suggests that tank has damaging aura (which I'm not sure if true), but there's no mentioning of MoN's +5 hp/sec regeneration.


Yeah, it's kind of unclear that it's on the autocannon shot. I'll fix it up and add the health regen.

Barrogh wrote:On a side note, what do you think on replacing 0,1 sec regen values with +X hp/sec in in-game tooltips everywhere? The way it is now it's fairly counter-intuitive for newcomers (yes, they do exist still).


I've been meaning to do this. I do it every time I fix something on an individual unit, but I need to just do everything at once. On the list for this weekend with everything else.
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Re: The Codex WIP

Postby Barrogh » Fri 11 Apr, 2014 12:40 pm

Terminator commander's page says that Cleansing flames does flame damage. I'm probably mixing something up, but as far as I can remember, it got changed into ability flamer or something along these lines to prevent genfarm wipes (one of the most abused stuff in 3v3 back in not-so-late vanilla days, oh the hillarity).

Upgrade descriptions also could use some attention as they are in pretty much retail state, but there are quite a bit of pages like that. I guess I'll just make a list of pages that have text in need of elaboration eventually.

While we are at it, I think I can be of some help with assorting stuff like that if you need it. My experience with this kind of work is limited to partially (like 2/3 or 3/4) translating Kolaris' tooltip mod for retail back in the days, meaning that I haven't really worked with actual game data, but maybe I could still be of any use. Hit me up if there's something lowly scribe could do.
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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Fri 11 Apr, 2014 3:00 pm

Barrogh wrote:it got changed into ability flamer or something


Yeah, I'll change it.

Barrogh wrote:Upgrade descriptions also could use some attention as they are in pretty much retail state


Not sure what you mean, could you elaborate? Most descriptions are up to date.

No help necessary, thanks for offering though. I have some stuff going on right now, but I won't for long and I won't have any trouble updating it after that. If I need any help in the future, I'll keep it in mind.
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Re: The Codex WIP

Postby BaptismByLoli » Fri 11 Apr, 2014 7:45 pm

Imperial Guard
Guardsmen Leveling Tab
Sergeant is misspelled as Sargeant
Image
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Re: The Codex WIP

Postby Wise Windu » Fri 11 Apr, 2014 11:02 pm

The Fixing has begun.

Discreet wrote:Sergeant is misspelled as Sargeant


Fixed.

Barrogh wrote:it got changed into ability flamer or something


Fixed.

Barrogh wrote:Another thing is that description of Mark of Nurgle suggests that tank has damaging aura (which I'm not sure if true), but there's no mentioning of MoN's +5 hp/sec regeneration.


Fixed

Radio the Forest wrote:I'm pretty sure that Purifiers have 200 courage instead of 100


Fixed
Swiftsabre wrote:Also, the Baneblade has health regen? I did not know that.


Missed this before :lol: . It does, but it's regen is also set to "disabled". I changed it to 0.

A question for anyone who might know (and isn't guessing), how exactly does the damage from purgatus work? I found the value that says 170, but it doesn't have a damage type. There's also a value in the purgatus_effects that says it deals 10 piercing damage. Is this dealt on the expanding ring? Any explanation would be great.

Arbit wrote:Under the WSE weapon tab, there are no names for his ranged weapons so you can't click on them and get the bar charts, range, burst duration and all that good stuff.


Lulgrim seems to have fixed this issue.

Edit: More stuff.

IG stormtrooper, Tac, Sternguard, Vanguard, Stormboy and Dire Avenger leaders all added.

Swarmlord, Carnifex, Tyrant Guard, Avatar, GUO changed to "carnifex" type.
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Re: The Codex WIP

Postby Wise Windu » Sat 12 Apr, 2014 1:27 am

Space Marines and Orks buildings added. The rest tomorrow probably.

Edit: All buildings done except for the IG base turret.
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Re: The Codex WIP

Postby Wise Windu » Sat 12 Apr, 2014 4:44 pm

Barrogh wrote:On a side note, what do you think on replacing 0,1 sec regen values with +X hp/sec in in-game tooltips everywhere?


Changed all to X hp/s and X e/s
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Re: The Codex WIP

Postby lolzarz » Sat 12 Apr, 2014 5:01 pm

For some reason, tactical space marine sergeant in codex has 60 melee skill now. Would like to clarify whether it is a nerf to the sergeant, or an oversight.
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Re: The Codex WIP

Postby Wise Windu » Sat 12 Apr, 2014 5:12 pm

I don't know, you'd have to ask Caeltos or Lulgrim. I know it has been mentioned before and hasn't been changed to 70, so I assume it isn't an oversight.
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Re: The Codex WIP

Postby lolzarz » Sat 12 Apr, 2014 5:15 pm

So... does that mean the Codex was wrong back when it stated the tactical space marine sergeant had 70 melee skill?

PS. If possible, would like the effects of special attacks to be included in codex. Like, say, the chainsword's 2 swings and knockback.
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Re: The Codex WIP

Postby Wise Windu » Sat 12 Apr, 2014 5:18 pm

lolzarz wrote:So... does that mean the Codex was wrong back when it stated the tactical space marine sergeant had 70 melee skill?


Not sure. It may have just not been updated.

lolzarz wrote:PS. If possible, would like the effects of special attacks to be included in codex. Like, say, the chainsword's 2 swings and knockback.


I think Lulgrim was considering adding special attacks, but that's up to him.
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Re: The Codex WIP

Postby Wise Windu » Sat 12 Apr, 2014 5:20 pm

lolzarz wrote:Information on the Mark of Khorne Chaos Dreadnought's installed combi-bolter is missing. Would like info on it. Thanks.


All versions of the Chaos Dreadnought have 2 storm bolters attached and they're in the Codex now.

Edit: Nikhel in another thread mentioned that one of them doesn't work, and I have no idea if that's true.
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Re: The Codex WIP

Postby Lost Son of Nikhel » Sat 12 Apr, 2014 6:15 pm

Wise Windu wrote:
lolzarz wrote:Information on the Mark of Khorne Chaos Dreadnought's installed combi-bolter is missing. Would like info on it. Thanks.


All versions of the Chaos Dreadnought have 2 storm bolters attached and they're in the Codex now.

Edit: Nikhel in another thread mentioned that one of them doesn't work, and I have no idea if that's true.

Default and Mark of Tzeentch Chaos Dreadnought only have 1 Stormbolter attached on the default claw's side. With the Mark of Khorne, the Chaos Dreadnought have 2 Stormbolters, but still only works the Stormbolter on the default claw's side. The other is only for ornamentation, or Relic simply doesn't gave a fuck to make it work.
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Re: The Codex WIP

Postby Wise Windu » Sat 12 Apr, 2014 6:50 pm

There are two storm bolters in the weapon hardpoints, and they are both in the exact same physical location on the dread. It looks like it should be there for all models.

And if you watch the animation closely, when the dread fires them, you can see sometimes two separate bolts moving at different angles.
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Re: The Codex WIP

Postby Phoenix » Mon 14 Apr, 2014 7:26 pm

As far as I remember the LCs Carapace Armor provides supression immunity after execution, though it is not mention in its description.
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Re: The Codex WIP

Postby Forestradio » Tue 15 Apr, 2014 11:33 pm

Purifiers cost 450/75, not 500/75
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Re: The Codex WIP

Postby Wise Windu » Wed 16 Apr, 2014 5:11 am

Radio the Forest wrote:Purifiers cost 450/75, not 500/75


Fixed
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Re: The Codex WIP

Postby Barrogh » Wed 16 Apr, 2014 5:26 am

Wise Windu wrote:
Barrogh wrote:Upgrade descriptions also could use some attention as they are in pretty much retail state


Not sure what you mean, could you elaborate? Most descriptions are up to date.

Ugh. Somehow I've forgotten to reply so far.
What I mean is not that descriptions are outdated, but that they are as helpful as retail ones with no stats, numbers and the like. While most Elite descriptions and tooltips work in a way similar to how it was in, say, Kolaris' mod, there are still some with retail-like structure, hinting at item's general function at best. They are rare, but they exist.
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Re: The Codex WIP

Postby Wise Windu » Wed 16 Apr, 2014 5:32 am

Barrogh wrote:
Wise Windu wrote:
Barrogh wrote:Upgrade descriptions also could use some attention as they are in pretty much retail state


Not sure what you mean, could you elaborate? Most descriptions are up to date.

Ugh. Somehow I've forgotten to reply so far.
What I mean is not that descriptions are outdated, but that they are as helpful as retail ones with no stats, numbers and the like. While most Elite descriptions and tooltips work in a way similar to how it was in, say, Kolaris' mod, there are still some with retail-like structure, hinting at item's general function at best. They are rare, but they exist.


Point them out and I'll fix them :)
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Re: The Codex WIP

Postby Barrogh » Wed 16 Apr, 2014 6:29 am

Wise Windu wrote:Point them out and I'll fix them :)

All right. I've promised to make a list of them anyways :)
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Re: The Codex WIP

Postby Wise Windu » Thu 17 Apr, 2014 3:11 am

Phoenix wrote:As far as I remember the LCs Carapace Armor provides supression immunity after execution, though it is not mention in its description.


Fixed it.

Also added ability casting ranges for all abilities that have them except for IG and those should be up tomorrow.
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Re: The Codex WIP

Postby Forestradio » Thu 17 Apr, 2014 3:39 pm

Strike Squad only cost 450 req, and are 75 to reinforce, not 83.

Purifiers are 75/13 to reinforce, not 83.
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Re: The Codex WIP

Postby Phoenix » Thu 17 Apr, 2014 4:54 pm

Wise Windu wrote:
Phoenix wrote:As far as I remember the LCs Carapace Armor provides supression immunity after execution, though it is not mention in its description.


Fixed it.

Also added ability casting ranges for all abilities that have them except for IG and those should be up tomorrow.


Windu I am afraid you made a mistake. You added the supression immunity to Inspire Courage but this ability does not grant supression immunity by itself without the Carapace Armor, so you better should place it in the Carapace Armor's description.
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Re: The Codex WIP

Postby Wise Windu » Thu 17 Apr, 2014 5:12 pm

Phoenix wrote:Windu I am afraid you made a mistake. You added the supression immunity to Inspire Courage but this ability does not grant supression immunity by itself without the Carapace Armor, so you better should place it in the Carapace Armor's description.


Oops, sorry about that. Fixed it.

Radio the Forest wrote:Strike Squad only cost 450 req, and are 75 to reinforce, not 83.

Purifiers are 75/13 to reinforce, not 83.


Fixed
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Re: The Codex WIP

Postby Bahamut » Thu 17 Apr, 2014 5:51 pm

windu, check the bolter_kraken damage type, completely wrong on the codex

the real kraken damage type has .87 multiplier to HI and 0.39 vs SHI

that makes vengeance rounds > kraken rounds vs HI / SHI
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Re: The Codex WIP

Postby Wise Windu » Thu 17 Apr, 2014 6:06 pm

IG casting ranges added.

Bahamut wrote:windu, check the bolter_kraken damage type, completely wrong on the codex

the real kraken damage type has .87 multiplier to HI and 0.39 vs SHI

that makes vengeance rounds > kraken rounds vs HI / SHI


Huh, you're right. I'm not actually able to change those, though.
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Re: The Codex WIP

Postby Phoenix » Thu 17 Apr, 2014 10:36 pm

None shall fall actually grants a 75% damage buff to allies in its area I think.
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Re: The Codex WIP

Postby Wise Windu » Thu 17 Apr, 2014 11:01 pm

Phoenix wrote:None shall fall actually grants a 75% damage buff to allies in its area I think.


No, I had it in there before but Milty I think mentioned it in chat yesterday. I checked it again and it turns out there isn't a damage boost. So I'm not sure where I thought I saw it before :? .
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Re: The Codex WIP

Postby Forestradio » Thu 17 Apr, 2014 11:19 pm

Grey Knight Terminators are 100 power, not 125.

Paladins are 650/150, not 700/200.

I assume this means that their reinforcement costs also change, but I don't recall the exact numbers.
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Re: The Codex WIP

Postby Takadekadaka » Thu 17 Apr, 2014 11:23 pm

For some reason, the Plague Champ's sword of undeath has damage and dps values of 0.01 or something similar to that...

On his upgrades, on the sword you repeat the sentence where you explain that it increases his melee skill by 10.
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