Creature Handler Archive

Thread: imperiling feint working but not working!!!

teanmili
Mon Sep 19, 2005 6:23 am
#1

Ok I have a CL50 bluurg with imperiling feint L2 when he uses the ability it sticks 90% of the time if not it sticks on second comand my damage vs CL79 grondas using FWG5 pistol basic shot is 431 when ability is applied by pet it jumps 483 my pets damages goes from 131 to 141 so it is working very well when applied . Now this is where i question whether it is working properly when youpoint up to the icon for applied specials to the creature you are attacking it says that imperiling feint is L1 not the L2 the creature actually has ...Am i getting ripped off here or does this also apply to imper feint L3 just curious and some other input from this ability would be nice...



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c-mot
Mon Sep 19, 2005 7:31 am
#2

there was a forum post on this some time ago. imperilling feint Level 1 is a debuff lowering the defense of the target by 102 pts (similar to pistoleer's warning shot). the Level 2 ability has the same effect (-102).

this is the case with most special attack level 2 abilities (like harmstring, knockdown etc.). no one is really sure if there is a better chance of sticking, which from testing is unlikely. the state icon for harmstring level 2 says "level 1" too. i guess this part of the ability system need some fixes.





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Hardley
Mon Sep 19, 2005 4:56 pm
#3






c-mot wrote:
there was a forum post on this some time ago. imperilling feint Level 1 is a debuff lowering the defense of the target by 102 pts (similar to pistoleer's warning shot). the Level 2 ability has the same effect (-102).

this is the case with most special attack level 2 abilities (like harmstring, knockdown etc.). no one is really sure if there is a better chance of sticking, which from testing is unlikely. the state icon for harmstring level 2 says "level 1" too. i guess this part of the ability system need some fixes.




You know, I could be satisfied with just a post from the devs listing abilities that are working, abilities that are "working as intended" , abilities that are bugged and going to be fixed, and abilities that are bugged and not going to be fixed. We should not have to speculate in the forums about this stuff!


/rant off




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Dodece
Mon Sep 19, 2005 8:15 pm
#4

I think the levels are different in a few ways.


I think high knockdowns may refer to a better cooldown or accuracy. I would like to think its cooldown because player and pet knockdowns run off of different timers so I hear.


I think the imperilling feint Is different in that the higher you go the longer the effect lasts.


Ultron69
Tue Sep 20, 2005 4:28 am
#5

Knockdown does not have different timers i have a pet with knockdown and i have knockdown my knockdown last longer than the pets and if i hit with mine the pets will not stick and vice versa.But if i miss with my KD then the pets gives me a second chance to stick;Just another false rumor Dodece has posted.
blacke
Tue Sep 20, 2005 4:52 am
#6



Dodece wrote:

I think the levels are different in a few ways.

I think high knockdowns may refer to a better cooldown or accuracy. I would like to think its cooldown because player and pet knockdowns run off of different timers so I hear.

I think the imperilling feint Is different in that the higher you go the longer the effect lasts.




No matter who or what applies it, a target will be immune to KD for a period of 30 sec after having a KD applied to them.






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