Squad Leader Archive
Thread: BoostMorale Exploit
By the way, I had a friend in my group who was complaining about how its so tough for docs because of problems with stat buffing and rez. "Doc isn't that great."
I said "heres my only fourth Tier skill."
Boostmorale = 24 H wounds for everyone (leaving the action off cause you'll get the idea.)
Boostmorale = 40 H wounds
Boostmorale =54 H wounds
Boostmorale = 64 H wounds
Same party, no combat. Just four consecutive boostmorales. With this in mind I encourage you all to head to your locale med fac, get in touch with a couple medics who need xp and start boostmoraling more wounds onto your party. Only by exploiting will we get the attention we need. They could nerf this ability into oblivion and I wouldn't care.
Oh, and an update to this. We healed up all the way, I did boostmorale and bingo, Health wounds back to 26.
This is a med xp dream. You get in a group, in the med fac, and keep manufacturing wounds that novice medics can heal (only on primary 2 stats.)
using 3 pets and 1 droid all with no wounds, try racing a doctor on a wound victim. in seconds i can heal someone with hundreds of wounds to about 14 wounds. on all 3 ham bars to boot.
i call myself a faith healer since i have no medical skills
It would give us a real skill that would help our group in the heat of battle (instead of the heat of...downtime?). And this would be the "mind heal" everyone keeps asking for. With a competent medic/doctor in the group everyone should almost always be full/near full in the health/action pools but the biggest downtime we have is mind because there is NO way to heal it period. So I throw a boost moral. Now everyone has gone from lets say 1000/1000/250 in ham to 750/750/750 combat medic throws and AE heal and we are all good to go again.
Or another working of it with damage would be to balance the damage out over the group. You typically in a 20 person tusken group have 5 or so people almost always taking the damage and 15 others pretty much full except from special move drain. I can then throw a boost morale to balance that damage out onto the people who aren't tanking thus having our tanks at less risk of dieing
When you feed a pet all of its wounds go away. So, if boostmorale were to give the pets some of your wounds you could feed them to get rid of the wounds, spread it out even more, feed to get rid of them, etc.
But even if the pets had 20 wounds. We should all have ended up with roughly 3 wounds each (6 total groupmembers.) Instead, we had an ever increasing amount of wounds.
Sorry if it rambles a bit but the only way to get the Devs to look at anything right away is if it is A) a serious bug or B) a serious exploit. Pleasebug this in game (try it out yourselves) and point out the expoitin it. I have never enjoyed the boostmorale ability and this may be a place where we get the devs to change something right away, even if it is just back to not generating extra wounds.
If you have 100 health wounds, and the pet has 0 health wounds, after one application of BM you should have 50 health wounds (the pet still has 0). After the second use, you have have 25, then 13, and so on.
If you have a pet with 100 health wounds, and you have 0 health wounds, after one use you have 50 health wounds. After the second use, you would have 75 health wounds (150/2). Next time, 87 health wounds, and so on. The wounds on the pet will not change. This is why the amount of wounds you received after each application of BM decreased; your wounds gravitate towards the average wounds on all the pets in your group.
I'm still inclined to say you simply missed some wounds on a pet somewhere. When you're lugging around a 10K HAM pet, 100 wounds is impossible to visually determine from the bars. You have to select it and check the values directly. I have never had a pet just give wounds randomly; every single time I received wounds due to a pet, the pet actually had wounds that I did not realize. A fully healed pet(s) lets you heal your pools very, very efficiently.
I don't have /boostmorale, but from what has been said here, it does sound like a nice 'sploit to use /boostmorale for your doctor/medic friends. If it did share wounds with your pets it'd be a nice way to get rid of wounds when you don't have a doc around. Like has been said, if enough people start 'sploiting this way we'll get some attention...I bet it'd just be a straight nerf though and wouldn't help us. ![]()
--Ze'ev
Okay, try this math. Pet has wounds, I boostmorale and get 26...you could argue it had wounds right? Then I boostmorale again, a few seconds later, and I end up with 40? Okay....then boostmorale again and end up with 54? This is creating wounds.
And if you feed your pet it heals all its wounds, this is a well known game mechanic. I'm not missing something.
I think the point DiLune, is that you will only keep gaining wounds up to the number of wounds your pet has. Now, if your pet really had zero wounds (which people are saying is hard to tell) you certainly have a point. My curiosity question is to ask what vitality your pet has? Maybe lost vitality points count as wounds in the /boostmorale formula?
--Ze'ev
When you Boost Morale, the net effect is that the wounds of the players tend towards the average of the wounds on the pets. One Boost Morale does not immediately balance all the wounds because the pets do not actually gain or lose the wounds they *should* be gaining or losing.
Take the example of you having 0 wounds, and your pet have 100 wounds, and just the two of you grouped.
The first time, there's 100 total wounds in the group. So Boost Morale tries to even the wounds out by giving you 50 wounds and taking 50 wounds from the pet. However, pet wounds are for whatever reason unaffected by Boost Morale. So the end result after the first time is that you have 50 wounds, while your pet *still* has 100 wounds.
The second time, there's 150 total wounds in your group (50 from you, 100 from the pet). Boost Morale again tries to split the wounds evenly - 75 and 75. So you end up with 75 wounds, while the pet *still* has 100 wounds since Boost Morale is bugged when operating on pets.
The third time, there's 175 total wounds in your group. The above process repeats, and you end up with half of the wounds (87, I think, as I believe it assigns the odd points to the highest wounded individual). The pet *still* has 100 wounds.
If you follow the above process, you should be able to see that you will tend to 'migrate' to the (average) wound count of your pets. If your pets happened to be undamaged, you will migrate towards 0 wounds, i.e. you'll start healing. At no time do the pets ever actually gain or lose wounds, even though they are factored in the equation. That's why you seemed to be 'gaining' wounds with pets in your group. Yes, in a sense you are 'creating wounds', since the group has more wounds than it did before. But you can use it just as easily to 'remove wounds'. It's not a matter of pets + BM = more wounds.