Game Guides Archive

Thread: Tuesday Tips May 31st Armor Break

KCcrusher
Tue May 31, 2005 1:43 pm
#27

TH, thanks for your response and committment to look at this in more detail. I would point out that the jedi saber armor break appears to suffer from the exact same bug. When I only had saber armor break, I could do approximately 450 damage with saber hit. When I got improved saber armor break my damage from saber hit dropped to425. Thesenumbers are for illustration purposes only as I cannot remember the exact numbers now. I would be willing to help test with you. Thanks.





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Gunman21
Tue May 31, 2005 1:45 pm
#28






Thunderheart wrote:


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






Slacker!!!




Aidelon Kejaci
Legends Among Warriors

Former pikeman correspondent December 2003 - August 2005.

R.I.P. Pikeman!

Warryyr
Tue May 31, 2005 1:48 pm
#29






Thunderheart wrote:





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?





From my own experience:


Level 80, Lightsabers 0204. No buffs except inspiration buffs. Two handed Generation 4 lightsaber.


Used standard Jedi armor break. Level 82 banthas were dropping like flies - people hitting for quite a bit of damage (i am the "armor breaker"). With our group of folks, that bantha's Health dropped in big chunks.


I then trained up to 0404 Lightsaber.


Improved Armor break vs. a level 82 bantha with the same group of people didn't seem as effective. Took longer to kill the banthas. Their Health wasn't dropping in big chunks anymore - it was noticeable. Smaller slivers of Health were dropping.


I, of course, was not surprised that this happened, as I read it all in the Jedi forums. But, I wanted improved head hit and power hit. So, meh. I trained to 0404.


Now, it was my understanding that rather than reducing armor BY 25%, regular armor break dropped it TO 25%. Improved armor break, instead of dropping armor effectiveness BY 45%, it was dropping the armor level TO 45%. Hence, improved isn't as good as the regular. This was always my impression of what happened, and the banthas seemed to show a decent difference in damage taken with the regular vs. improved armor break.


Maybe your numbers are just fine, but the code isn't behaving properly at all.


I hope that helps test some of this for you, because I most definitely saw a "backwards" progression from gaining the better armor break skill.


StarGuru2000
Tue May 31, 2005 1:51 pm
#30

Jedi Armor Break > ALL!



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gera
Tue May 31, 2005 1:52 pm
#31





Thunderheart wrote:



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?






Here is hard data you looking for Thunderheart. Thanks to Respec period, we could able to test his on VERY SAME creature even while fighting (Repeating, same lightsaber, very same creature, no buffs, no modifiers etc. used):




Test On Armor Break 1 & 2 with Saber Strike attack:


Current Template: LS 0 2 0 4





Default Saber Strike attack: 216/580 ( Huurton howler absorbed )

Default Saber Strike After "Armor Break 1": 97/580 (Huurton howler absorbed)


Respec'd: LS 0 4 0 4



Default Saber Strike attack: 224/602 (Huurton Howler absorbed) (due to accuracy, my attack has moved 602 from 580)

Default Saber Strike After "Improved Armor Break": 145/602 (Huurton howler absorbed)




As you can see, with same attack, tests repeated with same attack, Armor Break is sure better than Improved Armor break. After Improved Armor Break (creature Absorbs more damage of me compared to basic Armor Break.) Problem is NUMBERS ARE CORRECT IN TRE FILES. Just mathematics wrong in combat applied.


It has to be (1-number you have written), not (number you have written) there. Improved Saber Armor Break is shown as reducing 60% of armor, but it just reduces armor to 60%, not 40%. Same as Basic Saber Armor Break is shown as redcuing 40% but it REDUCES armor to 40%, not 60%.




PS: Forgot to add, my Level is CL65, Huurton was CL39 and tested on VERY SAME Huurton Howler, I respec'd while in combat.



Message Edited by gera on 05-31-2005 01:55 PM




Armor removed from Jedi so they can be kited 'as designed' - Blixtev

Pahaddino
Tue May 31, 2005 1:53 pm
#32






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).











But the number in the variablemight be ok, but the use of the variablenot !


I guess the damage reduction apply in a equation were this has to be check.


What I m affraid tho, is that in the end, we will see less damage reduction after the fix (for example if the value is mirrored, then we get a 75% armor reduction for single and 55% for improved, instead of 25% and 45%...lol)



Thunderheart
Tue May 31, 2005 2:00 pm
#33

The information is much appreciated




Kurt "Thunderheart" Stangl
Community Relations Manager

jalia
Tue May 31, 2005 2:00 pm
#34








gera wrote:



Here is hard data you looking for Thunderheart. Thanks to Respec period, we could able to test his on VERY SAME creature even while fighting (Repeating, same lightsaber, very same creature, no buffs, no modifiers etc. used):



Test On Armor Break 1 & 2 with Saber Strike attack:


Current Template: LS 0 2 0 4


Clicky For Combat Log For this


Default Saber Strike attack: 216/580 ( Huurton howler absorbed )


Default Saber Strike After "Armor Break 1": 97/580 (Huurton howler absorbed)


Respec'd: LS 0 4 0 4


Clicky for Combat Log of this



Default Saber Strike attack: 224/602 (Huurton Howler absorbed) (due to accuracy, my attack has moved 602 from 580)


Default Saber Strike After "Improved Armor Break": 145/602 (Huurton howler absorbed)


As you can see, with same attack, tests repeated with same attack, Armor Break is sure better than Improved Armor break. After Improved Armor Break (creature Absorbs more damage of me compared to basic Armor Break.) Problem is NUMBERS ARE CORRECT IN TRE FILES. Just mathematics wrong in combat applied.

It has to be (1-number you have written), not (number you have written) there. Improved Saber Armor Break is shown as reducing 60% of armor, but it just reduces armor to 60%, not 40%. Same as Basic Saber Armor Break is shown as redcuing 40% but it REDUCES armor to 40%, not 60%.


PS: Forgot to add, my Level is CL65, Huurton was CL39 and tested on VERY SAME Huurton Howler, I respec'd while in combat.


Message Edited by gera on 05-31-2005 01:55 PM




Thunderhart - here is your homework for tonight -

READ THIS POST TEN TIMES OVER AND PAY ATTENTION.


Like many here I am EXTREMELY disheartened by your responses in this thread.

THEY CLEARLY INDICATE THAT THE HUNDREDS OF REPORTS ON THIS HAVE GONE IGNORED THUS FAR!!!


There are players, correspondants, and more players and more correspondants - ALL AWARE OF THIS ISSUE IN GREAT DETAIL.

(and have been for weeks)


Are you really saying this is the FIRST you have heard of it?


/suggests_more_coffee







____________________________________________

Jalia Tresko | Following her destiny...
Juli'ana | Medical Field Tactician
Jundan Tresko | Mayor, SYN City, Talus
Bria Native| Born & Raised, Here to the last breath
____________________________________________

Starcloud
Tue May 31, 2005 2:03 pm
#35

Here's what the problem seems to be:



Saber_Armor_Break [return target_resist = target_resist * .45] example 500 energy resist becomes 225 energy resist


Improved_Saber_Armor_Break [return target_resist = target_resist * .65] example 500 energy resist becomes 325 energy resist



Simply put, a multiplier of 45%results ina smaller number than a multiplier of 65%. 45% of 100 is 45. 65% of 100 is 65.


Assuming that Saber Armor Break is supposed to reduce resistances by 45%, the multiplier in the above example has to be .55 (1.00 - .45 = .55).


If Improved Saber Armor Break is supposed to reduce resistances by 65%, then the multiplier in the second example needs to be .35 (1.00 - .65 = .35).


This isa case where, due to simple math, the *smaller* multiplier is the *better* multiplier...


CIEBrandon
Tue May 31, 2005 2:04 pm
#36






Thunderheart wrote:





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?










TH- While you are here Force Aura also is not working in PvP as of publish 17. Previously it worked in pvp and pve similarly. In PvE it is currently working (I think) apprx 45% damage reduction. In PvP before it was about the same, now it isnt doing anything it seems. Same goes for BIO eng. melee/ranged defense clothing. no difference at all in damage taken with it equipped or not equipped. Before patch 17 it was working.




Kagon' Solo'ra ~ Dark Jedi Master ~ Slain by the "NGE"



Blimigerite
Tue May 31, 2005 2:04 pm
#37






Thunderheart wrote:

The information is much appreciated






Can we a Tuesday tip thread everyday of the week so we can enlighten you on more broken features/specials/quests/loots/weapons/ect,ect,ectthen just on a weekly basis



Ladu Blimigerite / Izurak Blimigerite
Dark Jedi & Jawa Choking Addict / Respec'd BH & Generally
..................................................
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Member of The Lost Soldiers Gaming Clan.
Join our community at www.lsclan.com
IPS: Jawa Camper


gera
Tue May 31, 2005 2:06 pm
#38


Sorry TH, clickies killing me :


Here is data you wanted with more round base:


In both Templates above we can actually see, this huurton howlers absorb is around :


216 / 580 and 224 / 602 = 37% to my Lightsaber


After basic Saber Break, his defense drops (97/580) = 16.7%


After "Improved Saber Armor Break" its defense drops to 145/602 = 24,08%



That also prooves, Improved Saber Break drops his defenses LESS than Basic Armor Break. Sad to say, numbers were in files you checked was "for Saber Break)"

45 and for Improved Armor break is 65. But what is wrong applied in combat is, those numbers drops armor to THAT degree... Not "BY" that degree.


Simply math error and can be corrected just changing a few lines.



Thanks and kindly regards.


PS: Also same results for Swordsman Armor Break.







Armor removed from Jedi so they can be kited 'as designed' - Blixtev

GangaWolf
Tue May 31, 2005 2:07 pm
#39



This is a basic problem with just checking the code rather than testing. It is clear from testing that armor is being reduced improperly because of an incorrectly coded mathematical equation.


It is disheartening to hear all you do is ask the Dev "does the code look right?" rather than saying "we've received hundreds of bug reports on this - I know the code looks right but let's run a quick test anyway to be 100% sure." If you had spent even 10 minutes doing this, you would have discovered what all of your playerbase - that you are choosing to ignore - already discovered.


This issue highlights how you are treating bugs TH. It just isn't right - *WE* are doing your jobs for you, testing software that obviously no one tested internally - and you still choose to ignore us. For shame, for shame.


Message Edited by GangaWolf on 05-31-2005 05:09 PM



/GANGA\
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