Rifleman Archive
Thread: interesting results from the chefs
Uthyr wrote:
MTVGeneration wrote:
There is nothing wrong with Vegeparisine hence no fix. Vegeparisine=Melee Person. Thundercloud=Ranged Person.
If that is the case (that there is nothing wrong with Vegeparsine) then there most certainly is something wrong with the description for Vegeparsine... or has it actually been posted somewhere officially that Vegeparsine is not intended for ranged professions? I'm curious how people who already knew that vegeparsine was not for ranged professions knew this--was it just word of mouth?
I have yet to see anything official confirm this. The simple truth is we all (Chefs included) believed that Vegeparisine like Thundercloud added to the Melee/Ranged Defence just as a SEA would. The testing appears to confirm that we were all incorrect in this assumption. We have requested repeatedly (through our Chef correspondent) confirmation from the Dev's that these are not broken and are working as intended.
Uthyr wrote:
MTVGeneration wrote:
Remeber normal Melee/Ranged Defence SEA's are the same as the Melee/Ranged Defence in BE Clothes. It would be cheaper to pick up two +13 pieces of clothing (Shirt/Bandolier as both can be worn at the same time as armour) than to actually buy the tapes. Also remember that if you have 2 items of clothing with say +16 in each giving 32 on the character sheet is a bug. The cap is +25 as it is for everythign else and therefore anythign that shows up above that cap on the character sheet is incorrect....
QFE. Good points, MTV. One question though... do FS Melee Defense skills get counted as part of the +25 cap? My understanding is that they do not.
RueKursk wrote:
Uthyr wrote:
MTVGeneration wrote:
There is nothing wrong with Vegeparisine hence no fix. Vegeparisine=Melee Person. Thundercloud=Ranged Person.
If that is the case (that there is nothing wrong with Vegeparsine) then there most certainly is something wrong with the description for Vegeparsine... or has it actually been posted somewhere officially that Vegeparsine is not intended for ranged professions? I'm curious how people who already knew that vegeparsine was not for ranged professions knew this--was it just word of mouth?
I'm curious about the original poster's synopsis as well. What makes you think vegesparine is working as intended if it does not increase one's melee defense?
Just want to add that with "weapon defense" I mean the defense you get from skills when having that weapon equipped. For example Rifle defense (from rifleman) is only applied when you are using a rifle. If you equip a pistol you will loose your rifle defense (but use any pistol defense if you have).
Bermag wrote:
Just the fact that you need to reequip weapons to make defense food working show that there is something wrong with how those defenses are applied.
In the tests I reported above, I didn't find that I needed to reequip weapons to get the food to work (I didn't know that this was an issue, or I would havebeen sure todoso). I found that any changes of foods in the middle of a battle(eating a food, or a food wearing off) appeared to take effect as soon as the currently-engaged mob was dead. It occurs to me now though that re-equipping a weapon would seem to be the way to get a new buff to apply during a battle.
Your theory makes a lot of sense, Bermag, and I agree that it sounds like a bug. At the very least, the devs need to label the foods more clearly in their descriptions.
If you look around the forums, this same issue has been discussed in quite a few places in the past few days, and there are some other more extensive tests that show that the bug is not just related to food, but that its holds true for the Ranged Defense and Melee Defense you get in skillboxes, too. Most likely, the dev who coded them in the CU misunderstood how they were supposed to work, and coded them in the same pattern as General Ranged/Melee Accuracy and Speed. There's a possibility the devs will say that things are working as intended, however if they do that I'll say its total BS. All the descriptions in the game and the way that ranged/melee defense is represented on your character sheet indicate that the way its currently working is a bug. If the devs pull the "working as intended" shat on this issue, then all it means is that they're too lazy to admit they messed up, and would rather just leave it so that they can spend more time working on the new expansion.
Interesting subjects..., well.., there goes my box of vegaparsnine..
I was wondering though, because it has been mencioned, Pikatta Pie and Synthsteak..., do they actualy work for us when using a ranged weapon.. ?
Though they give dodge chance and damage mitigation..., are these mods also funcioning properly ?
And there is a drink I saw on the chef's menu posted by the developers.., its called "Vayerbok"..., and gives about +25 Block..., now this pre-cu used to be one of our best assets..., I was wondering if anyone drinks this aswell.., and if it even works for that matter.
Also, if it does.., does it pay off ? specialy vs the Pikatta Pie, for as I remember pistoleer's in pre-cu Dogde was much more effective then our Block.
Kind Regards.
Pikatta Pie was an extra chance to avoid being hit and had nothing to do with Pistoleer dodge.
I have done some testing with Pikatta and my results was that it did not help very much. Take a look at this:
With no CoB/ no Pikatta:24 misses out of 400 = 6 %
With no CoB / Pikatta: 31 misses out of 400 = 7.75%