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All posts created by Bob

Bob
BlackMoria
Bob, will there be a Combat Alchemist Cottage and will it be available when the Combat Alchemist releases?

There will be one, but it won't be available immediately. I'm planning to work on it alongside the other Alchemist structures.

BlackMoria
And speaking of the Combat Alchemist being released, when approximately can we expect that on the public server?

We've got a couple small technical features we're considering adding, but we'll save those for later if they're going to involve more than a day or two of Cole's time. Other than that, we're basically in the "once all the bugs specific to the Alchemist are found and fixed" stage, which makes that a bit unpredictable. I'm almost finished fixing the issues that have been noticed so far, but more testing still needs to be done and it's hard to be sure what we'll find. That said, things have been going pretty well so far, so there's a chance we'll be able to go Live sometime next week.
Bob
I've updated everything on the Trainer and Feats on Multiple Trainers tabs on the public spreadsheet.
Bob
Added some more Alchemist-related stuff to the Keywords and Points Advancement tabs on the public spreadsheet. Now to add the latest feats to the visiting combat alchemist trainer and get that posted.
Bob
NightmareSr
Was there a final decision on the new buildings that I don't recall, or are those still being decided?

Nothing beyond saying there will be three new structures, 1 medium that focuses Combat Alchemist attacks, 1 medium that covers all their other feats, and 1 large that covers both of those plus "some other stuff." Probably won't have time to finalize the "some other stuff" part until we're about ready to ship the Combat Alchemist.
Bob
And now the achievements are updated in the public spreadsheets, including those for the Combat Alchemist and for the last two holiday events.
Bob
All the advancement info for the Combat Alchemist feats is now up on the public spreadsheet.

In related news, we've renamed the role to Combat Alchemist to better differentiate it from the existing Alchemist, with its focus on crafting.
Bob
Turns out that buffs are effectively put on hold while you're logged out. The mutagens last at least 3 1/2 minutes (more if you have lots of matching keywords), so if you log out after 1 minute, then whenever you log back in you'll still have 2 1/2 minutes left. That can be a little confusing, but we wanted you to get the full use of your buffs.

On top of that, though the bonuses are still on and visible on the character sheet after you log in, the icons by the health bar don't show up The icons also don't show up if you fire off the same mutagen again. I'll file a bug report on this one since it's clearly not right.

So far, I've found things often didn't look quite right if I was logging out/in repeatedly, but that if I waited with my character in-game for the full 3 1/2 minutes and watched the stat boosts disappear on the character sheet, then the stat boosts (though admittedly not the penalties) and icons looked right after I fired off another mutagen. Crossing my fingers that also explains the results you were seeing.
Bob
A lot of the movement-related effects don't work quite right on mobs, so they wind up being mostly for PvP until we have a chance to revisit that. The Opportunity issue is a good point, though it should work out against groups of ranged mobs whose attacks keep them in a perpetual state of Opportunity. It will also be a better choice when working with an Alchemist, since they have several attacks that can inflict a round or more of Opportunity.

On a more general note, we could perhaps look into checking the conditionals when the attack starts, rather than at the moment of damage. The results still wouldn't happen until damage was done, and could still be interrupted, but you'd generally get to apply the conditionals as long as the attack was lit up at the moment it was triggered. Probably not every single time, since states can wear off during the brief time between pressing the key and the command actually making it to the server, but certainly most of the time. I'll file a feature request to look into that.
Bob
The mutagens are hard to test because of the stacking rules for channels, and because not everything is visible on the UI somewhere. Mutagens also tend to be very long-lasting, so they've got a lot of time to suffer from overlaps. I tried applying a few of them on Zog just now and usually saw all the standard icons next to my health bar and could see most of the bonuses showing up on my character sheet. I did notice that some of the penalty aspects, like Base Attack Bonus -5 on Cognitive, weren't changing anything on the character sheet, so we'll definitely have to look into that.

I also noticed that if you're completely out of power, you'll still run the animation, so that can definitely confuse things.

Overall, clearly an area that's going to need some careful testing.
Bob
I've added 3 new feats each to the Utilities and Reactive (Passive) tabs on the public spreadsheet. For various technical reasons, I couldn't quite do any of the above suggestions, but I did like the idea of throwing some resistance and recovery bonuses into the mix, so you'll see those on 2 of the Utilities.

I'll start posting the Advancement updates tomorrow.