Game Guides Archive

Thread: Tuesday Tips May 31st Armor Break

M_Fechter
Tue May 31, 2005 1:30 pm
#14






GangaWolf wrote:


P.S. A proper manual for this game would help players know what specials are supposed to be doing, as the in-game descriptions are vague at best.








Now there is a tuesday tip FROM the players FOR the devs! God, I wish they'd listened to us.








________________________________________________________
I survived Melon Nerf 2003, If you were there, you know what I am talking about!

Zutan
Tue May 31, 2005 1:31 pm
#15



Thunderheart wrote:


Shaggscoob wrote:
NOT FIRST
isn't this broken if you have the higher levels of it?

No, this ability is working properly. It is a straight number that has been checked.

If I had an idea of what your template was, what weapon you were using, which follow up attacks you used and what your were fighting, I would be happy to look into it further.







This is impossible to test as you describe TH. We cannot try to use the "low version" of a skill then imediately try to use the "advanced version" of a skill because the game no longer allows that. While I under stand the reason for wanting it done this way, it really makes a TON of things hard to test as well as severely hampering the combat ability of some professions because we have no access to the lower abilities.

The basic complaint is that if a level 80 player has only the low end version of an ability they reduce the "armor" of a mob more than the "advanced" ability does.
Hactar
Tue May 31, 2005 1:34 pm
#16

Thunderheart: have you checked the numbers when both "normal" armor break and the "jedi version" of armor break are applied to the same npc?


The npc starts taking less damage




Hactar Solrain - [R F C]
Rebel Force Command - Guild Leader (retired)
E l d e r J e d i
C h i m a e r a

mindspat
Tue May 31, 2005 1:34 pm
#17






Thunderheart wrote:






Shaggscoob wrote:


NOT FIRST


isn't this broken if you have the higher levels of it?




No, this ability is working properly. It is a straight number that has been checked.


If I had an idea of what your template was, what weapon you were using, which follow up attacks you used and what your were fighting, I would be happy to look into it further.





Just when you think things are going well there's a post from someone who obviously has no clue what they're talking about.


On second thought, if it is "working as intended" then it would mean that the armor breaks being reversed and on some instances actually granting greater protection was completely intended to cause players to focus on non-mastery of their professions and remain at the lower levels.


Oh, I almost forgot.There's been NUMEROUS bug reports and issues related to this issue that has been listed in the forums. Why should we even bother wth a Corospondant position or bug reporting when SOE's DEVteam are erronusly reporting fixes?


ANyone want to post the definition for incompotence?






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Thunderheart
Tue May 31, 2005 1:35 pm
#18






Boatsheets wrote:





Thunderheart wrote:






Shaggscoob wrote:


NOT FIRST


isn't this broken if you have the higher levels of it?




No, this ability is working properly. It is a straight number that has been checked.


If I had an idea of what your template was, what weapon you were using, which follow up attacks you used and what your were fighting, I would be happy to look into it further.



TH - What we are saying is if you have Armor Break you get like a 45% reduction in your target's defense.

However, once you get Improved Armor Break that percentage drops to like 25 or 30%. It should be either the other way around or the Improved Armor Break should be higher than 45%.




I gotcha and I'm hearing you. I've spoken with the developer and looked at the code with him. The code does indeed show a higher percentage than 45%.


I'd like to work with you folks to understand how you are seeing this number so we can duplicate it internally.


(Sorry, but I haven't played a melee character since the CU yet).






Kurt "Thunderheart" Stangl
Community Relations Manager

Thunderheart
Tue May 31, 2005 1:36 pm
#19






Hactar wrote:

Thunderheart: have you checked the numbers when both "normal" armor break and the "jedi version" of armor break are applied to the same npc?


The npc starts taking less damage



Yes - we did check the numbers. It should be an even higher percentage than even the advanced armor break for swordsman.


Do you know what buffs you have, what you were fighting, etc?





Kurt "Thunderheart" Stangl
Community Relations Manager

UnknownX11
Tue May 31, 2005 1:37 pm
#20


I take it back. They do respond.

Message Edited by UnknownX11 on 05-31-200504:11 PM

Message Edited by UnknownX11 on 05-31-2005 04:11 PM




Grievous - Elder Dark Jedi Master
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For over a thousand generations, the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times, before the NGE. Account Cancelled - Jan 29th 2007
Copperheadr
Tue May 31, 2005 1:37 pm
#21

Well it seems the bug threads are completely ignored. Should i say here that elemental damage is completely non-functional ?
Cytosoul
Tue May 31, 2005 1:38 pm
#22


This has been raised by ourcorrespondant, and you're just now hearing it's borked?






Colonel Cytos Soulia, M.D.
Director, Imperial Security Bureau
Serving the Empire since September 2003

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mindspat
Tue May 31, 2005 1:39 pm
#23






Thunderheart wrote:





Boatsheets wrote:





Thunderheart wrote:






Shaggscoob wrote:


NOT FIRST


isn't this broken if you have the higher levels of it?




No, this ability is working properly. It is a straight number that has been checked.


If I had an idea of what your template was, what weapon you were using, which follow up attacks you used and what your were fighting, I would be happy to look into it further.




TH - What we are saying is if you have Armor Break you get like a 45% reduction in your target's defense.

However, once you get Improved Armor Break that percentage drops to like 25 or 30%. It should be either the other way around or the Improved Armor Break should be higher than 45%.




I gotcha and I'm hearing you. I've spoken with the developer and looked at the code with him. The code does indeed show a higher percentage than 45%.


I'd like to work with you folks to understand how you are seeing this number so we can duplicate it internally.


(Sorry, but I haven't played a melee character since the CU yet).











Improved armor break for sabers is increasing dmg by about 9% - tested for a total of 45 mintues on just watching armor break followed by other attacks.


Master sabers test-duel: All states, stun/blind/dizzy/bleed/armorBreak - damaged gained is 10%!!! If improvedHead hit from sabers is used on the same target that has been KD'd you get an increase of about 30-33% dmg. *edit: the damage gained from hitting the same target who was KD'd appeared to increase 30-33%; the Improved HeadStrike (is that the name of the skill?) was used as the means to identify the increase in damage.


We've tested, have you?


Message Edited by mindspat on 05-31-2005 01:43 PM




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KyleKnox
Tue May 31, 2005 1:40 pm
#24




ROFLMAO...Classic...Two Tips in a row...first stoppingshot now this...poor TH cant FIND ANYTHING in this game to talk about that isnt borked...roflmao




Dont worry TH, your paying customers cant either...



Oh yeah, and PLEASE FIX ELEMENTAL DAMAGE ON LS's...


Message Edited by KyleKnox on 05-31-2005 01:43 PM



Dyvim Storm - Eclipse
PrePatch9 4444 Guardian
Force Master
GunJacker
Tue May 31, 2005 1:41 pm
#25






GunJacker wrote:

yup broken here is main discussion


http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=878009






Here is where all testing can be found.

Message Edited by GunJacker on 05-31-2005 01:43 PM




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grief & anxiety, along with diseases, GERUS & death


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Shellkicker
Tue May 31, 2005 1:42 pm
#26

Buffs: None (should make this easy to reproduce)


What We Were Fighting: Anything Even Con or Higher (should make this easy to reproduce)


Get 2 characters. One has Armor Break. The other has Improved Armor Break. Attack the mob.


Use only one attack, on Auto attack. Note the damage.


Have the normal Armor Break person apply the Armor Break.


Using the same attack (still on Auto). Note the damage.


Wait for Armor Break to expire.


Apply Improved Armor Break to the mob.


Using the same attack (still on Auto). Note the damage.


Damage with Improved Armor Break will be LOWER than the Normal Armor Break one, when it should be higher.



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