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Torr Wrath
Subdreddit Test Alliance Please Ignore
58
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Posted - 2013.02.03 18:33:00 -
[1] - Quote
Discovered a bug where the armor repair system skill does not increase the amount of armor regained on a dropsuit with any of the following on any suit yet tested:
Basic Armor Repairer Militia Armour Repairer Enhanced Armour Repairer
At level 3 of the skill you should be gaining an extra 9% repaired per second from these modules (unless its vehicle modules only, in which case that should be specified and not made as the prerequisite skill for the dropsuit modules.
As it stands the basic and militia armour repairs give exactly 2 HP/second, as the item specified but with no increase from the skill (which should take it to 2.18 HP/second) And the Enhanced Armour repair gives 3 HP/second (where the skill at level 3 should take it to 3.27 HP/second) I spend a lot of time in a heavy suit, so it is easy to watch your health regen with one of these modules. Every 3-5 ticks (depending) you should see the armour regen an extra point, as your health doesnt show decimals, but this doesnt occur.
The increased value also does not show up in the dropsuit fitting window for any classification of suit I currently hjave tested. (skinweave assault, dragonfly, skinwave heavy, Heavy Mark I, Heavy Mark II.
I remember this skill working earlier in beta, but it does not seem to be working now.
Way to test: get a heavy mk1 suit, get very hurt, watch the numbers increment as you regen. |
Booby Tuesdays
THE DOLLARS
13
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Posted - 2013.02.03 21:01:00 -
[2] - Quote
Hmmm... I'll have to pay close attention to this. I have quite a few SP dumped into armor repair. I use the enhanced module on my Logi Type 1 suit, and it seems to repair faster than before, but maybe I'm just not paying close enough attention. Is there a stat that lists your armor repair rate somewhere? |
Torr Wrath
Subdreddit Test Alliance Please Ignore
58
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Posted - 2013.02.03 21:15:00 -
[3] - Quote
Booby Tuesdays wrote:Hmmm... I'll have to pay close attention to this. I have quite a few SP dumped into armor repair. I use the enhanced module on my Logi Type 1 suit, and it seems to repair faster than before, but maybe I'm just not paying close enough attention. Is there a stat that lists your armor repair rate somewhere?
It shows under the stats on your dropsuit fitting, most (all) suits have 0.00 standard until you put a module on. As it stands the calculation based on skill isnt included (at least on my own suits) in either the stats or in game. Its hard to notice unless you take a lot of armour damage and decide to wait a moment and heal or cap something before finding something else to kill.
For example.. if you are at skill level 4, with an enhanced armour repair module you should have 3.36 Armour repaired per second. Approximately every 3 ticks you will gain a visible 4 health instead of 3 in game. |
Booby Tuesdays
THE DOLLARS
13
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Posted - 2013.02.03 21:39:00 -
[4] - Quote
Yep, you're right. Mine just says 3.00 for armor repair rate, when it should be at almost 4 when you add my extra 12% repair rate. Lame. Guess I won't be adding any more SP into this category until we get a straight answer. Good catch, thanks for pointing this out. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
58
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Posted - 2013.02.03 22:01:00 -
[5] - Quote
Its certainly not easy to notice, I wouldnt have noticed myself if i wasnt watching it tick back 2 at a time from 2 armour to 500+ (was an interesting game)
Since then I keep an eye on it whenever I am badly wounded. Just to see and figure out If I am in fact getting the skills worth out of it. |
Grims Tooth
Deadly Blue Dots RISE of LEGION
8
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Posted - 2013.02.03 22:39:00 -
[6] - Quote
I haven't tested this yet, but with the upgrades, do the ticks still come every 1 second? Because the skill might reduce the time between ticks. If that is the case, then 2.18 HP / Second = 2 HP / .917 Seconds. Like I said, I haven't done any testing on this, because I don't have the skills yet, but you might want to try it because they could have changed how it's coded. |
KalOfTheRathi
CowTek
168
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Posted - 2013.02.03 22:47:00 -
[7] - Quote
Torr Wrath wrote:Booby Tuesdays wrote:Hmmm... I'll have to pay close attention to this. I have quite a few SP dumped into armor repair. I use the enhanced module on my Logi Type 1 suit, and it seems to repair faster than before, but maybe I'm just not paying close enough attention. Is there a stat that lists your armor repair rate somewhere? It shows under the stats on your dropsuit fitting, most (all) suits have 0.00 standard until you put a module on. As it stands the calculation based on skill isnt included (at least on my own suits) in either the stats or in game. Its hard to notice unless you take a lot of armour damage and decide to wait a moment and heal or cap something before finding something else to kill. For example.. if you are at skill level 4, with an enhanced armour repair module you should have 3.36 Armour repaired per second. Approximately every 3 ticks you will gain a visible 4 health instead of 3 in game. Yes, but none of your skill tweaks normally show under the stats. The bump for CPU and PG are shown in the totals but there is no way to see the separately. When I run a Scout suit for Sniping some of the better rifles take a lot of CPU. Bumping those Skills allowed me to go back and refit some cheaper modules and get the same results versus having to squeeze something in under the previous CPU limit.
I do have to add that I bumped Vigor and the Stamina did increase by the amount indicated.
It is a good catch as stated though. It might just be something that slipped through the cracks. Hopefully the Devs will catch this. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
58
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Posted - 2013.02.03 22:58:00 -
[8] - Quote
KalOfTheRathi wrote:Yes, but none of your skill tweaks normally show under the stats. I thhink most of them do actually.. I know total stamina, health, shields, cpu and powergrid update. And i am reasonably confident this did when it worked in earlier beta. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
58
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Posted - 2013.02.04 15:01:00 -
[9] - Quote
Bumping to promote awareness. |
Cless Vallein
Teknomen
37
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Posted - 2013.02.04 21:49:00 -
[10] - Quote
This is an issue I've been discussing with a friend of mine. Good to see others debating it as well. I thought that maybe it was for vehicles or perhaps even repair tools. It is Armor Repair Systems, so the name suggests it should affect all of the proper modules to go with repair systems. |
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Booby Tuesdays
THE DOLLARS
13
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Posted - 2013.02.04 22:57:00 -
[11] - Quote
What are the odds we can get a Dev to comment on this? Even if it's just to confirm that they are aware of the potential issue/non issue? I'm wondering if this is similar to the fact that I should be getting way more damage from my sidearm due to skill upgrades, but all that is listed is 1.05% damage increase from my 5% damage module. |
Trevor K
Sanmatar Kelkoons Minmatar Republic
32
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Posted - 2013.02.04 23:11:00 -
[12] - Quote
Torr Wrath wrote:KalOfTheRathi wrote:Yes, but none of your skill tweaks normally show under the stats. I thhink most of them do actually.. I know total stamina, health, shields, cpu and powergrid update. And i am reasonably confident this did when it worked in earlier beta.
It does show. All but the armor repair rate. Been wondering about this for a while now. |
Trevor K
Sanmatar Kelkoons Minmatar Republic
32
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Posted - 2013.02.04 23:13:00 -
[13] - Quote
Would be nice if just by skilling it, it would rep armor. In other words with or without module. Even if it was a small amount, which it is, it still helps. |
Cless Vallein
Teknomen
37
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Posted - 2013.02.05 00:05:00 -
[14] - Quote
Grims Tooth wrote:I haven't tested this yet, but with the upgrades, do the ticks still come every 1 second? Because the skill might reduce the time between ticks. If that is the case, then 2.18 HP / Second = 2 HP / .917 Seconds. Like I said, I haven't done any testing on this, because I don't have the skills yet, but you might want to try it because they could have changed how it's coded.
I wonder if this is perhaps the case? But just from observation I can't tell that I'm getting it any faster... |
Torr Wrath
Subdreddit Test Alliance Please Ignore
58
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Posted - 2013.02.05 01:35:00 -
[15] - Quote
Cless Vallein wrote:Grims Tooth wrote:I haven't tested this yet, but with the upgrades, do the ticks still come every 1 second? Because the skill might reduce the time between ticks. If that is the case, then 2.18 HP / Second = 2 HP / .917 Seconds. Like I said, I haven't done any testing on this, because I don't have the skills yet, but you might want to try it because they could have changed how it's coded. I wonder if this is perhaps the case? But just from observation I can't tell that I'm getting it any faster...
My reflexes are not good enough to time that and play an fps ;)
Cless Vallein wrote:This is an issue I've been discussing with a friend of mine. Good to see others debating it as well. I thought that maybe it was for vehicles or perhaps even repair tools. It is Armor Repair Systems, so the name suggests it should affect all of the proper modules to go with repair systems.
I thought of that too, but then why would the skill be used to unlock dropsuit repair modules specifically? And there is another skill as is for the remote reps.. so it cant/shouldnt be for them.
Booby Tuesdays wrote:What are the odds we can get a Dev to comment on this? Even if it's just to confirm that they are aware of the potential issue/non issue? I'm wondering if this is similar to the fact that I should be getting way more damage from my sidearm due to skill upgrades, but all that is listed is 1.05% damage increase from my 5% damage module.
I would like to see the comment.. I am now also wondering about the damage mod. |
Herrick Arcos
The Shadow Cavalry Mercenaries
56
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Posted - 2013.02.05 05:51:00 -
[16] - Quote
I too share in your plight and would enjoy an answer to this puzzling state of affairs. In all due honesty, I am commenting to promote the thread. Good job good Sir's. |
Cless Vallein
Teknomen
37
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Posted - 2013.02.05 15:13:00 -
[17] - Quote
Torr Wrath wrote:Cless Vallein wrote:Grims Tooth wrote:I haven't tested this yet, but with the upgrades, do the ticks still come every 1 second? Because the skill might reduce the time between ticks. If that is the case, then 2.18 HP / Second = 2 HP / .917 Seconds. Like I said, I haven't done any testing on this, because I don't have the skills yet, but you might want to try it because they could have changed how it's coded. I wonder if this is perhaps the case? But just from observation I can't tell that I'm getting it any faster... My reflexes are not good enough to time that and play an fps ;) Cless Vallein wrote:This is an issue I've been discussing with a friend of mine. Good to see others debating it as well. I thought that maybe it was for vehicles or perhaps even repair tools. It is Armor Repair Systems, so the name suggests it should affect all of the proper modules to go with repair systems. I thought of that too, but then why would the skill be used to unlock dropsuit repair modules specifically? And there is another skill as is for the remote reps.. so it cant/shouldnt be for them. Booby Tuesdays wrote:What are the odds we can get a Dev to comment on this? Even if it's just to confirm that they are aware of the potential issue/non issue? I'm wondering if this is similar to the fact that I should be getting way more damage from my sidearm due to skill upgrades, but all that is listed is 1.05% damage increase from my 5% damage module. I would like to see the comment.. I am now also wondering about the damage mod.
Well like I said, it's titled Armor Repair Systems. So the bonus encompasses all repairing modules by adding 3% to their bonus. True there is a separate skill for repair tools that only unlocks higher tiered repair tools. Repair tools are equipment whereas the reppers are modules, so it makes a little bit of sense to me that they're grouped in repair systems. After all, heavies don't get equipment, and the tools are kind of just an extra for any other suit should they want it. Breaking down the bonus to each separate thing would increase the amount of sp you want and open up new skills like separate PG and CPU skills for dropsuits and vehicles. Just makes sense to add the 2 together. |
Django Quik
R.I.f.t
220
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Posted - 2013.02.05 18:20:00 -
[18] - Quote
This has been the case forever - it only affects vehicle repair modules. Either the description needs fixing or the bonus needs to be added correctly. |
Sylwester Dziewiecki
BetaMax.
33
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Posted - 2013.02.05 20:40:00 -
[19] - Quote
Torr Wrath wrote:Discovered a bug where the armor repair system skill does not increase the amount of armor regained on a dropsuit with any of the following on any suit yet tested:
Basic Armor Repairer Militia Armour Repairer Enhanced Armour Repairer
At level 3 of the skill you should be gaining an extra 9% repaired per second from these modules (unless its vehicle modules only, in which case that should be specified and not made as the prerequisite skill for the dropsuit modules.
As it stands the basic and militia armour repairs give exactly 2 HP/second, as the item specified but with no increase from the skill (which should take it to 2.18 HP/second) And the Enhanced Armour repair gives 3 HP/second (where the skill at level 3 should take it to 3.27 HP/second) I spend a lot of time in a heavy suit, so it is easy to watch your health regen with one of these modules. Every 3-5 ticks (depending) you should see the armour regen an extra point, as your health doesnt show decimals, but this doesnt occur.
The increased value also does not show up in the dropsuit fitting window for any classification of suit I currently hjave tested. (skinweave assault, dragonfly, skinwave heavy, Heavy Mark I, Heavy Mark II.
I remember this skill working earlier in beta, but it does not seem to be working now.
Way to test: get a heavy mk1 suit, get very hurt, watch the numbers increment as you regen. The problem is that Dust does not add value if it is less than half. Skill description tells us:
Armor Repair Systems - Basic understanding of repair systems. Unlocks ability to use armor repair modules. +3% armor repair rate per level (So if we have this skill on lvl5 it's add +15% to armor repair rate)
Example: If we have this skill at lvl5, and we are using Enhanced Armour Repairer module(3AP/sec.) - it should be fixing 3.45 AP/sec. but it does not, because the value of 0.45 is lower than half. So this value is rounded by a game to the nearest whole numbers with is 3.0AP/sec. Important thing is that even if we would have two identical modules that add in total 6AP/sec. and 6.90AP/sec. with skill on lvl5 - game keep see them as 2 individual, and add 2x 3.45 with is 2x 3.0.
This problem occurs only in modules that "add little value", which gained the % from the skill is less than half of it - that's why vehicle modules works fine. |
Booby Tuesdays
THE DOLLARS
13
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Posted - 2013.02.06 18:05:00 -
[20] - Quote
Sylwester Dziewiecki wrote:
Way to test: get a heavy mk1 suit, get very hurt, watch the numbers increment as you regen. The problem is that Dust does not add value if it is less than half. Skill description tells us:
Armor Repair Systems - Basic understanding of repair systems. Unlocks ability to use armor repair modules. +3% armor repair rate per level (So if we have this skill on lvl5 it's add +15% to armor repair rate)
Example: If we have this skill at lvl5, and we are using Enhanced Armour Repairer module(3AP/sec.) - it should be fixing 3.45 AP/sec. but it does not, because the value of 0.45 is lower than half. So this value is rounded by a game to the nearest whole numbers with is 3.0AP/sec. Important thing is that even if we would have two identical modules that add in total 6AP/sec. and 6.90AP/sec. with skill on lvl5 - game keep see them as 2 individual, and add 2x 3.45 with is 2x 3.0.
This problem occurs only in modules that "add little value", which gained the % from the skill is less than half of it - that's why vehicle modules works fine.
Thanks for the input! If this is the reason to the ryhme, then I can't help but feel a bit bamboozled. This is probably the same reason for not seeing a damage increase on weapons as well... |
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Grimmiers
ZionTCD Legacy Rising
158
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Posted - 2013.02.06 18:07:00 -
[21] - Quote
The repair boost from the skill only adds .75 armor per tick when using complex armor repairs and level 5 repair systems. What you need is a triage repair tool. |
KalOfTheRathi
CowTek
168
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Posted - 2013.02.06 19:44:00 -
[22] - Quote
Grimmiers wrote:The repair boost from the skill only adds .75 armor per tick when using complex armor repairs and level 5 repair systems. What you need is a triage repair tool. We were talking about this situation (not this post) in squad last week. The question is why do it at all? This is usable for Vehicles but otherwise the maximum value is not worth the SP. Which is the default condition here in the DUST: SP is too expensive.
From a programming standpoint the additional value would round down most of the time. A lot of numbers in the game tend to round down on any remainder. That is a valid floating point solution and is a standard rounding option. Ideally one would want the value to continue to increase with a slight increase every two or so pulses. But that would never happen if the armor is resolved at every pulse which would be a reasonable decision. Not for us of course.
Also from software, using integers leaves it rounded down forever as that operation truncates any value past the decimal.
I wouldn't spend the SP until I had it to burn and then only because I expect to be driving HAVs at some point. |
Django Quik
R.I.f.t
220
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Posted - 2013.02.06 19:54:00 -
[23] - Quote
I don't believe the floating point and rounding issues are the reason for this problem. With the debuffs to speed due to armour for instance, you get a two decimal point value for movement and sprinting speed. It shows 2 decimal places for repair rate but these only ever show as 0.
As for the person inquiring about weapon damage - the stat on the fittings screen only shows the amount from the damage mod but you do still get the extra damage to the weapon from skill buffs like lvl 5 in weaponry or proficiency.
It is clear that some work needs to be done to the fittings stats UI because this is not the only area of it that is not working as expected. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
58
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Posted - 2013.02.08 04:04:00 -
[24] - Quote
KalOfTheRathi wrote:We were talking about this situation (not this post) in squad last week. The question is why do it at all? This is usable for Vehicles but otherwise the maximum value is not worth the SP. Every little bits helps when moving constantly from fight to fight. iv cut it close often enough just by virtue of a 2 point repair ticking at the right time. An extra point here and there would make it not as close.
KalOfTheRathi wrote:From a programming standpoint the additional value would round down most of the time. You tend to be able to avoid that depending on the type and how you write the code.
KalOfTheRathi wrote:I wouldn't spend the SP until I had it to burn and then only because I expect to be driving HAVs at some point. Thats your choice, and depending on the tactical situation you might be correct especially depending on your play style. But a bug is still a bug ;)
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