Pistoleer Archive

Thread: Tracked down the DX2 AP bug (I think)!

Tantuine
Mon Sep 15, 2003 5:28 pm
#14

Execellent post and grats on all the time it must have taken to come up with this info. I would suggest as has already been suggested that you post it on the TC forum.


I would also recommend that you post it on the SWG Discussion forum. Devs seem to post there a bit more then anywhere else so there is a better chance of one of them seeing, just remember to keep it bumped a lot because it takes almost no time at all for a post on that forum to fall off the first page.




Tommyknocker
~ Master Doctor ~
+ Aspiring Master Pistoleer +


Evlorin
Mon Sep 15, 2003 11:46 pm
#15

My congratulations it seems the players are doing more development then the developers.



The Moon's Already Passed.
DustusNavar
Tue Sep 16, 2003 12:08 am
#16

Well done. It's a shame though, because this is the kind of stuff that was supposed to be done in beta.



22 Professions Mastered Jedi Padawan Rebel Colonel
Killing In The Name Of


Philosopher1976
Tue Sep 16, 2003 12:12 am
#17

Excellentwork. I have been trying to pin this down myself, but I thought the AR only didn't work when they had acid resists. Now we have better info out there.


I'll try to verify this, and maybe Jaegen can include it in our next report ... if the Devs ever respond to the one he just sent!






Samra Hael
Master Pistoleer • Expert Bounty Hunter
KOTOR • Scylla


DiLune
Tue Sep 16, 2003 9:10 am
#18

I posted this up above...if a creature has a vulnerability to a damage type, then the weapon that does that damage type ignores its armor. This iscovered in the devs armor guide.
Ypiana
Tue Sep 16, 2003 9:15 am
#19

Good job.


But you're working way to hard to tell the developers what they already know but don't have the time or care to change about the game.


It's not like there's a giant building full of people making this game wondering 'what's wrong with DX2s?' No, what you have is a couple programmers and a good art department swamped with patching a live beta test. They simply don't have time to do everything and balance everything and fix everything.


So, just use what works, because they already know what doesn't. They'll get around to it. Like the Jedi, Badge Missions, Rebel theme park, etc. Those all need to be fixed. Freaking Ackbar is supposed to be a Rancor! **edit**? LMAO!


-- YP




I killed my parents... You're next!
/godmode 1
Vaedross
Tue Sep 16, 2003 10:49 am
#20

bumpage



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HadgarHappy
Tue Sep 16, 2003 12:03 pm
#21

And Hadgar Happy said bump


And the people rejoiced.




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Gathram
Tue Sep 16, 2003 12:11 pm
#22

I have a question... Something I haven't been able to figure out 100% ...



What does the "-" mean next to a Attack Type, like Heat or Acid ?


Is it that it has no extra protection, or that its a real Vurnability ? I understand that against players, if I use a AP0 weapon (FGW5) against Padded armour, which is AR1 / Heat "-", I do full damage. Isnt that incorrect ? From what I understood , by the devs guide to advance armour, and other postings, if you shoot AP0 against AR1, you should allways get a 50% reduction. Is that reliably incorrect ?


Becouse then, its allways more profitable to use a weapon against the mob has no %, even if it has AR2 , then a armour piercing weapon, as you would need AP 3 to get any benefit in extra damage.


Please answer,


Thankyou Kindly


Rivqua




Rivqua Shesh
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Oslow
Tue Sep 16, 2003 10:01 pm
#23

To the top with you.



-Oslow




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Dekka
redleader00
Wed Sep 17, 2003 2:12 am
#24

Good work



UP, UP, UP!




----------------------------------------------
Inkar Agobi @ Eclipse
Rianna_Rose
Wed Sep 17, 2003 6:17 am
#25

DiLune... We have all READ the Armor guide... what we are saying is that it is WRONG, or more correctly there is a BUG that is making say an AR2 Heat weapon act as an AR0 weapon if fired at a creature with a Vulnerablity to Heat, making it AR0 vs AR0,as apposed to ignoring the armor and getting the AR2 vs AR0 bonus as described in the Armor guide from SOE.







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ProLamer
Wed Sep 17, 2003 6:56 am
#26

Another thing I have noticed is that in PVP you get no bonuses for using an AP1 gun vs someone with AR0 (clothing).


But you are penalized if you use an AP0 gun vs someone with AR1 (armor with that type of resists). I haven't tested what happens if you attack someone that has armor with that damage type as a vulnerability. But my test subject is always having to go to bed or something so I don't get all of my testing in.


One light of hope though I discovered is that when I used mybare hands(AP0) vs a composite helm with 30% kinetic resistance, the damage WAS reduced by 50% and then an additional 30%. I tested this using unarmed head hit. And when I equipped my VK's the damage was only reduced by 30%. But when I had him take the helm off there was no damage bonus for hitting with the VK's because of armor piercing, it did more damage than my bare hands but the damage showing over the person's head did not change from what was showing in my combat window.


I'm sure ranged damage is calculated the same, but I'm gonna do some tests with Body shot sometime soon.


It's such a weird bug that a mob with vulnerabilities to a certain damage type takes a AP1 or AP2 gun down to AP0 ???


Well basically I just wanted to post and let you guys know that ALL AP is bugged, not just our DX2...




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