Carbineer Archive
Thread: Charge Shot2
SpungeBob wrote:
you know what, i have to start with an appology. I was gonna be the forum goon and give a small rant on why people should read the stickies and what not but I thought, "well the least I could do is grab the sticky myself and give him the answer" I then realized that this is the one specail that Nova missed in his attacks sticky. So I'm pre-evmtivly sorry. I'm also sorry that I don't know.![]()
Missing data isn't missing so much as I didn't bother collecting it. I only measure special mods on live and only on working specials. Since many things just startedworking today, I can start this week measuring those values.
It is also difficult to measure data on some specials like the scattershots. I typically use lairs to collect my data and pool specific specials do not work right on lairs. That means I need cannon fodder to fire at and most people do not want to sit around for an hour playing a pin cushion.
If you are on Wanderhome and have novice medic (so you can heal yourself) and want to help, we can get all the values in an hour or so.
jalexu wrote:
btw, it doesn't say anything about chargeshot2 being fixed in Publish 7 notes
Combat
Fixed targeted pool bleeds to do their initial damage to the correct pool instead of random.
Added a cap to defensive skill mods (block, dodge & counterattack) to prevent near invulnerable defenders. (Correspondent Issue)
Fixed inverted ToHit modifiers. (Melees now get correct ToHit bonus when attacked targets with ranged weapons, Food Accuracy & Dodge Buffs now work correctly, Dead Eye buff now works correctly)
Made droids, vehicles and turrets immune to dizzy, blind and stun.
Made droids, vehicles and turrets immune to wookiee roar, intimidate and warcry.
Made droids, vehicles and turrets immune to poison and disease.
Added a fire blanket doctors can use to remove fire DoT's from a player. (Correspondent Issue)
Medical enhancements can now be replaced if the new one is of equal or greater strength. As a result there is no longer a need to wait out a previous enhancement in order to replace it with something better. (Correspondent Issue)
Removed the random factor in medical enhancements.
Fixed the Knockdown effect with /chargeshot2
DoT stacking from combat specials has been changed so that each player attacking a target can only have one fire dot, one health bleed, one action bleed and one mind