The Codex WIP

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destructomat
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Re: The Codex WIP

Postby destructomat » Sat 08 Aug, 2015 6:24 am

GK IST grenade launcher AOE radii are probably inverted.
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Re: The Codex WIP

Postby destructomat » Sat 08 Aug, 2015 6:28 am

destructomat wrote:GK IST grenade launcher AOE radii are probably inverted.

That's the heretic g launcher too.
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HiveSpirit
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Re: The Codex WIP

Postby HiveSpirit » Thu 13 Aug, 2015 1:20 pm

Wise Windu wrote:I'll fix these when I can. I'm in the process of moving apartments, so I'm a bit busy.

HiveSpirit wrote:Unit: Tyrant Guard, does have heavy melee splash, 16dmg-mh in radius 4? Havnt seen it anywhere in the codex.

Unit: Carnifex, i guess he still has heavy melee splash of 40dmg radius 4, aswell.
Yes, they have these. There isn't really a way to have the values saved automatically because a lot of the on hit damage effects are applied differently. And I'd rather not go through every single weapon right now to put them in. At some point probably.

What about a simplified text note like dow.wikia:?
http://dow.wikia.com/wiki/Retribution/Carnifex/Weapons
http://dow.wikia.com/wiki/Retribution/T ... rd/Weapons
A text line furthest down "Splash damage (40 heavy melee) in circle of radius 4. (Carnifex melee unupgraded and thornback)" Insteed/ at the place of "Area effect + rest"?
"Splash damage (16 heavy melee) in circle of radius 4." For tyrant guard.
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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Thu 13 Aug, 2015 7:50 pm

RIght, but again, I'd have to go through every weapon to see if there's anything I missed when I did all of this before, and I'd need to write and then put code in for it. I'll probably do it eventually, but it's a lot of tedious work. There are a lot of weapons in this game.

viewtopic.php?p=33296#p33296
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Re: The Codex WIP

Postby ytimk » Fri 14 Aug, 2015 1:30 pm

Just came across some 2.4.2 changes based on the release thread:
-Nob Squad Nob leader upgrade stills says 850 instead of 1050 hp.
- GK Ops Squad Leader says 100 req instead of 75.
- Paladin Shockwave ability stays 30 damage instead of 25.
- Paladin Withdraw ability time says 280 instead of 300 seconds.

Thanks for all your hard work on the Codex Wise Windu it really is invaluable :)!
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Re: The Codex WIP

Postby destructomat » Tue 18 Aug, 2015 12:15 am

What's the cost for the terminator commander's drop pod ability? Same as the techmarine's?
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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Tue 18 Aug, 2015 5:20 am

Same as the other SM commander Drop Pods, yes.

Will get to these tomorrow, hopefully. Sorry for the delay.
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Re: The Codex WIP

Postby Dark Riku » Tue 18 Aug, 2015 10:02 am

Not really for the Codex, but this seemed the appropriate place to report.

Tzeentch :)
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Re: The Codex WIP

Postby Crewfinity » Fri 28 Aug, 2015 4:40 pm

Is it possible to add Battle regeneration to the T2 melee units under their ability tab? Ogryns currently have it in their tab but CSM, purifiers, and vanguard vets dont. I'm not sure if any other units besides those have that trait

would be super helpful and reduce some of the "behind the scenes mechanics" :)


also it would be awesome if you could add melee charge statistics to the unit statistics tab
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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Tue 01 Sep, 2015 4:50 pm

Crewfinity wrote:Is it possible to add Battle regeneration to the T2 melee units under their ability tab? Ogryns currently have it in their tab but CSM, purifiers, and vanguard vets dont. I'm not sure if any other units besides those have that trait
I think only the Ogryns and KCSM have that. I haven't seen it on Purifiers, and Vanguards just have a higher base regen.
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Re: The Codex WIP

Postby Crewfinity » Tue 01 Sep, 2015 5:05 pm

0_o well today i learned that then haha
thx for the clarification
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Re: The Codex WIP

Postby egewithin » Tue 01 Sep, 2015 6:26 pm

Wraithlords weapon picture Image Where did you find it?
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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Tue 01 Sep, 2015 7:36 pm

The game's art files.
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HiveSpirit
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Re: The Codex WIP

Postby HiveSpirit » Sun 20 Sep, 2015 11:30 pm

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Crewfinity
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Re: The Codex WIP

Postby Crewfinity » Tue 22 Sep, 2015 3:20 pm

codex says that the big shoota upgrade on shoota boyz is 65/20, should be 75/20

Dire avengers reinforcement cost says it is 27, but i'm pretty sure it's 30 req now.
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Re: The Codex WIP

Postby welshy » Tue 22 Sep, 2015 3:42 pm

MoK Chaos Pred description for the upgrade is

"The Blood God's mark increases the Predator's potential for bloodletting, increasing weapon damage by 75%. The Predator is disabled while upgrading."

but only the heavy bolters have been increased by ~75% (34 -> 60). The autocannon has been increased by ~26% ( 120 -> 151).

Surely something needs to be re written, as in either the text or the numbers?
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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Tue 22 Sep, 2015 4:48 pm

fixed
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welshy
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Re: The Codex WIP

Postby welshy » Tue 22 Sep, 2015 5:28 pm

Awh you changed the words and here I was hoping the autocannon could do 210 damage.

Who needs the Tzeentch upgrade, right? :P
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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Wed 23 Sep, 2015 3:33 am

Hehe No more buffs for the Predator for now :P
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Crewfinity
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Re: The Codex WIP

Postby Crewfinity » Wed 23 Sep, 2015 7:53 pm

some tooltips I noticed while in game last night:

GK strike squad bolter damage still says its 13.58, should be 15 now.

I seem to recall purifier's ranged damage being in one of the semi-recent patches, was it increased up to 7.89 piercing dps for the squad members (what the codex and tooltips say) or is that the old value?

also (and this is a big request), is there anywhere that the aggregate changes for GK can be found? the overall changelog here http://www.dawnofwar.info/index.php?pag ... gelog_full

lists all the changes for the other factions, but it would be nice to see the GK stuff there too. just a thought :)
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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Sat 26 Sep, 2015 3:15 pm

Will look into the tooltips.

Not sure what the original values were for GK, but I can try.
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Re: The Codex WIP

Postby HiveSpirit » Tue 29 Sep, 2015 2:13 am

http://dawnofwar.info/index.php?page=elite/ogryn_squad
Are the IG ogryns really size small? It should be medium or changed for the next patch.
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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Tue 29 Sep, 2015 3:06 am

They are size small.
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HiveSpirit
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Re: The Codex WIP

Postby HiveSpirit » Thu 01 Oct, 2015 12:47 am

Wow, sounds really wierd but ok.

http://www.dawnofwar.info/index.php?pag ... e_champion
Plague Champion, weapons, csm_powersword_plaguemarine/ sword of undeath, 65 dmg per hit and 50 dmg dps, says 0.01 atm on both.
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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Thu 01 Oct, 2015 1:13 am

HiveSpirit wrote:Plague Champion, weapons, csm_powersword_plaguemarine/ sword of undeath, 65 dmg per hit and 50 dmg dps, says 0.01 atm on both.
Yep, that's how much damage it deals itself. The actual damage is done as an on hit damage application instead of acting as a melee weapon, and so it ignores melee resistance. The damage value is on the upgrade page.
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HiveSpirit
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Re: The Codex WIP

Postby HiveSpirit » Thu 01 Oct, 2015 2:00 am

Good job on keeping up perfection in your work ^^
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Re: The Codex WIP

Postby lolzarz » Sat 03 Oct, 2015 3:06 pm

I can has cooldown for Space Marine hero Drop Pod ability cooldown? Or is it tied to the global drop pod that gives you a squad of tactical space marines with the drop pod?
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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Mon 05 Oct, 2015 5:48 pm

They're not tied together, but they are both 300 seconds. I'll add it later today.
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HiveSpirit
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Re: The Codex WIP

Postby HiveSpirit » Wed 07 Oct, 2015 11:17 pm

Tyranids, warrior brood, Adrenal glands, the ability reverse synapse, it works with rippers aswell.
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Crewfinity
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Re: The Codex WIP

Postby Crewfinity » Wed 14 Oct, 2015 4:05 pm

dire avengers exarch now detects, change that on the codex plz :)

also i believe the kommando squad nob detects, which isn't listed either

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