Armorsmith Archive
Thread: TC report on vuln shift bug
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JaatoWaals
Tue Apr 20, 2004 7:03 pm
#1
I logged onto TC tonight and pulled up my test PSG's. They all displayed the correct vulnerabilities (acid, kinetic, blast). I did some hops, both planet and local, and they continued to display the three correct vulnerabilities. No shifting occurred. Brer (sfxguy) is going to make some tantel to test whether the fix affects that as well, but I think we're pretty close to saying that this bug has finally been eliminated. I hope you're all looking forward to Publish 8, because in it our two worst bugs are finally gettings squished.
MrChow_Sai
Tue Apr 20, 2004 7:30 pm
#2
jaatowaals i've notice something with the shifting bug. went i put my tantel helmet in my droid went it's at it's best stats then go somewhere else it doesn't shift. i dunno if it's a the crossing severs thingy i'm just telling u this.
owako
Tue Apr 20, 2004 7:51 pm
#3
Kinetic is half the reason people buy PSG's, did they really have to make that a vulnerability?
Drummerboychris
Tue Apr 20, 2004 8:46 pm
#4
well, since it's really easy to buy 80% kinetic comp or ubese, or even 60+% chitin, and since an energy shield really shouldn't protect against physical objects, I think that it makes sense... might just be me tho
royalewitcheez
Tue Apr 20, 2004 9:37 pm
#5
Physical objects like lightsabers?
It would be nice to be able to get at least a little kinetic.... am I understanding correctly that all PSGs (mk 1, 2, 3) have kinetic vulnerability?
Lomar4976
Tue Apr 20, 2004 10:31 pm
#6
In Star Wars Lore (or well, all star wars games, jedi knight for instance) the personal shields never defend against physical attacks - therefore kinetic, blast (i.e. bits of shrapnel hitting you with a form of kinetic damage) and acid (a physical substance) are suitable damage types for PSG vulnerability.
Just makes them pretty much useless in game terms for most peoples needs now is all, unless you want to use them as backup NPC huting devices.
Kilun
Tue Apr 20, 2004 10:36 pm
#7
Making Kinetic a vuln, was a great idea, now instead of the things getting ripped apart in 10minutes of combat, they will last a little bit longer, I for one am happy about this change, Kinetic Armor is so easy to get good, and composite covers them all, but Ubese for example is normally around a 15-22%base(depending on what the smith was going for lower encumbrance or a slightly higher base) now will be able to take some ranged damage, I feel it was a great move.
Blast can blow through the protection, so that makes sense. Acid can well melt/burn its way through, and Kinetic can smash its way through, just to point out my view on as to why the vulns are as they are.
NormanAlata
Wed Apr 21, 2004 1:20 am
#8
makes perfect sence.. glad they are fixing this bug. and now my poor lil twi can dump his stun armor and use a PSG.. Or better yet ware them bolth
mm 44% reduction than a 43% reduction very nice
100 stun damage becomes 18 damage
thats not figureing the AP1 in to it.. wee this will be sick.. dont use PSG much just because of shifting forget i have it on and get hit by a PvE mob at melee range and **edit** poofs to quick
Krallic
Wed Apr 21, 2004 4:32 am
#9
Is the bug concerning AP weapons against shields fixed? Ie. do they now absorb damage when the weapon is above AP0?
I regard this as a bug, since it clearly says armorpiercing, not shieldpiercing. That would be the job of some fancy ion weapon.
I regard this as a bug, since it clearly says armorpiercing, not shieldpiercing. That would be the job of some fancy ion weapon.
PadreBook
Wed Apr 21, 2004 9:31 am
#10
Krallic wrote:
Is the bug concerning AP weapons against shields fixed? Ie. do they now absorb damage when the weapon is above AP0?
I regard this as a bug, since it clearly says armorpiercing, not shieldpiercing. That would be the job of some fancy ion weapon.
Yes I was wondering that too.
Padre
JaatoWaals
Wed Apr 21, 2004 10:28 am
#11
Can you please describe the bug you're talking about? Are you referring to the fact that when you use an AP 1 weapon against a shield, the shield does not act as light armor, but only the resistances of the shield function? If that's the case, I think it's working as intended. Shields are supposed to give you a Light armor rating that can be penetrated by an AP weapon the same way that wearable armor is.
If the problem is something else, can you describe it more explicitly?
Krallic
Wed Apr 21, 2004 11:13 am
#12
I got this from a customer really, since I've only worn shields in PvE I have yet to meet much, if any AP1 or above weapons. According to the customer the shield didn't absorb any damage at all if hit with AP1 or higher. Not even the resists stated.
Sorackles
Wed Apr 21, 2004 1:37 pm
#13
Acid, kinetic and blast are the vuln's? Does that mean that PSG's are going to be good for stun protection? This could actually get ppl interested in buying PSG's again. I can't wait till the fix is in. Only took over a year to fix. Lol.
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