Chef Archive
Thread: bugged foods?
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atarashi
Thu Apr 22, 2004 1:21 am
#1
does the accuracy foods, poison and disease resist food, and the dodge foods actually effect us? or arethey bugged? No mods or no system message confirming anything other than you ate something.
any help?
CJadefire
Thu Apr 22, 2004 8:37 am
#2
They work, just weakly.
There was a cho-nor-hoola test posted here, maybe a month or more ago? that confirmed it worked, but was barely worth using due to the low percentage. We could use a food that lets us get it closer to 100% (rather than 10%, and that's when your milk isn't crappola). As it stands, there is still next to no defense against CMs.
I believe I saw Sciguy in a different thread mention that we had been looking for the wrong message when it comes to the dodge food, but that it does appear to be working... from my own experience, my combat toon is such a dodge monkey that I can't tell whether it's food or skill negating attacks. If I can find his post I will link it.
I had a guildie test enhanced snowcake (accuracy) and he said it works wonderfully now at low levels (he was grinding carbine) but that with his high level pistol skill, it seemed to have no effect at all. When he achieves master carbine I'll have him retest because pistols are a joke and that comparison is apples to oranges. I've also seen the layout of how the game calculates combat rolls, and because of the order - laugh - you're better off with defensive mods than accuracy mods anyway.
There was a cho-nor-hoola test posted here, maybe a month or more ago? that confirmed it worked, but was barely worth using due to the low percentage. We could use a food that lets us get it closer to 100% (rather than 10%, and that's when your milk isn't crappola). As it stands, there is still next to no defense against CMs.
I believe I saw Sciguy in a different thread mention that we had been looking for the wrong message when it comes to the dodge food, but that it does appear to be working... from my own experience, my combat toon is such a dodge monkey that I can't tell whether it's food or skill negating attacks. If I can find his post I will link it.
I had a guildie test enhanced snowcake (accuracy) and he said it works wonderfully now at low levels (he was grinding carbine) but that with his high level pistol skill, it seemed to have no effect at all. When he achieves master carbine I'll have him retest because pistols are a joke and that comparison is apples to oranges. I've also seen the layout of how the game calculates combat rolls, and because of the order - laugh - you're better off with defensive mods than accuracy mods anyway.
CJadefire
Thu Apr 22, 2004 8:43 am
#3
Well, in trying to find the comment on dodge food, found Sciguy's post on Cho-Nor-Hoola instead:
http://forums.station.sony.com/swg/board/message?board.id=chef&message.id=35879
Quoting from his post:
1. As far as I've been able to determine, the "Defense vs. poison/disease" you get from Cho-nor-hoola only makes it harder for the attack to "stick". So a CM or creature poison/disease is more likely to get resisted. If it does stick, the damage appears to remain the same.
2. Speculation: The game makes a random roll (0 to 100) against (Potency - Defense vs. poison), if the attack gets below that, the poison sticks. I have seen reports of Potency: 120 (using looted components), so those may always hit unless you get your Defense above 20.
3. No idea, and the food description doesn't say. On the one hand, a 10-20 second reduction may not be really useful (although that is 1-2 ticks of poison), a 10-20% reduction may be too powerful for a Dom Arts food.
http://forums.station.sony.com/swg/board/message?board.id=chef&message.id=35879
Quoting from his post:
1. As far as I've been able to determine, the "Defense vs. poison/disease" you get from Cho-nor-hoola only makes it harder for the attack to "stick". So a CM or creature poison/disease is more likely to get resisted. If it does stick, the damage appears to remain the same.
2. Speculation: The game makes a random roll (0 to 100) against (Potency - Defense vs. poison), if the attack gets below that, the poison sticks. I have seen reports of Potency: 120 (using looted components), so those may always hit unless you get your Defense above 20.
3. No idea, and the food description doesn't say. On the one hand, a 10-20 second reduction may not be really useful (although that is 1-2 ticks of poison), a 10-20% reduction may be too powerful for a Dom Arts food.
sciguyCO
Thu Apr 22, 2004 9:15 am
#4
Here's that discussion on "dodge" foods:
http://forums.station.sony.com/swg/board/message?board.id=chef&message.id=35535
Air cake, Pikatta Pie, and Fizz Pudding don't add anything visible, so it's hard to tell if they're working right. From a subjective point of view, I do feel like I gethit less when I use them (usually Pie), but I don't have any hard numbers to back it up. I think it'd take an analysis of 1-200 attacks against you, both under the effect and not to see what the difference is.
The same goes for the accuracy foods. It's just a generic offensive bonus. Right after the revamp, there were tests done with them, but it turned out there was an error in sign: the foods made your accuracy worse. A fix for that was mentioned in the Publish 8 patch notes, but I don't know of any tests after that.
The resist foods should show up in your skill mods list, adding a line if you don't normally have that "Defense vs. {whatever}" from skill boxes. So if you drink an Ithorian Mist, "Defense vs. Dizzy" should get added to the mod list (if you don't naturally have that bonus), or increased (if you do naturally have it).
The word from devs is that because the food bonuses get thrown in with the bonuses from everything else (skill boxes, clothing/item bonuses), it's hard add a message saying "you {did this} because of {food}". Say you have Fencing Techniques II and IV (+40 defense vs. dizzy), an outfit with +15 defense vs. dizzy, and drink an Ithorian Mist with +10 Defense vs. Dizzy.Right now the game just treats you has having +65 defense, without determining where the contributions come from. Figuring out that a dizzy doesn't stick because of skills, clothes, or food would probably be too much of a performance hit for the gain.
As far as I know, the only "bugged" foods are Smuggler's delight (but only if the time reduction reaches or exceeds 100%). The others might have a negligable effect, but that just means they're weak, not broken.
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