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Aralicia

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Posts posted by Aralicia

  1. This should be in the bug forum.

    To clarify : there is a bug in which using Alt Fire with the Cernos Prime consume ammunition.
    This bug can be triggered in two ways :
    - If you use Alt Fire while charging the shot, the shot will fire, but cost two ammunition instead of one. This occurs even if you don't fully charge the shot; Using alt-fire a fraction of a second after starting to charge produce the same effect.

    - If you are not the host, using Alt-fire at any moment after having fired at least one arrow will consume two munitions in any circumstance.

    We have tested this bug with various setup and on various game modes, so it doesn't seem to require any other special circumstances.

     

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  2. Le 24/12/2019 à 16:14, AnruKitakaze a dit :

    I will use the data from the wiki. I apologize in advance for all the errors in the calculations, but, I believe, everyone will catch the approximate essence.
    Suppose all parameters are random and independent. What do we have in general?

    I want the best reactor in the game (which is relevant only in one game mode!), which for me is Vidar. Then you need to consider:
    Reactor drop chance at the end of the mission: 2%.
    Avionics bonus value range: 30 - 100 (Only 100!)
    Flux bonus value range: 10 - 100 (90-100 is acceptable)
    Various bonuses: 6 (let 3 be good).
    And now correct me if I'm wrong:
    Probability = (2/100) * (1/70) * (10/90) * (3/6) = 0.00001587301.
    I will receive this item with a chance of 0.001587301%. Am I messing up anything? 

    DE, should I try to figure out which of my grandchildren will get this thing?

    We can roll rivens, so it is fine, but we cannot roll railjack parts! You must realize it!

    Since the top and bottom values of the Avionics bonus & Flux bonus are inclusive, the probability are actually 1/71 and 11/91.
    This gives a probability of 0.00170252282928339% of getting this item per mission.
    This means that, to have 99% chance of getting this item at least once, you need to run a mission 270489 times.
    If we estimate 10min per mission, that's a total of 45081.5 hours of missions, or about 15.4 years if you do mission 8h per day every day.

    By the way, if you aim for a very specific reactor (max Avionics & Flux, and a specific bonus), the time required for a 99% chance of getting it is 1487700h, or about 509 years at 8h a day.

    I love Maths.

    Edit : I just discovered that each house give access to only a few modifiers, so the maths changes a bit. The probability from AnruKitakaze's post doesn't change (factoring one good bonus amongst the two bonuses possible instead of 3 out of 6 has the same result).

    However, if you want a single specific reactor, the time required goes down to 495900h, or a bit less tha 170 years.

    Maths is great.

  3. Considering the number of posts on how much DB's power scaling is broken, I'm not sure choosing it as an example of your proposition is a good idea.

    With that small pike out of the way, let's talk about the meat of your proposition.

    What you are proposing is to create a change of perception. By always buffing, instead of using a mix of buff and nerf, you are giving the impression en empowering the players, rather than restrict them.
    As the blizzard experiment on rested XP has shown, that kind of shift in player perception can work.
    However, it is also far less effective on players that are invested in the mechanics of the game, and will compare all changes, resulting in those players realizing what was an effective nerf*, despite a perceived buff. Considering the number of invested players with good visibility on various platforms, such a realization will get transmitted to the rest of the player-base quickly.
    In effect, this solution creates a smokescreen which will give the impression of a buff for a few days before realization sets in as the community discovers the losers of the buff race.

    This is not the only issue with your proposition.

    First, it makes balance actually harder, because neither the players nor the developers can rest on a standard level for balanced content. As the power level continuously grows, you can't easily look back to previous games states to accurately determine the evolution of the game state.

    Secondly, power scaling ingame doesn't work as a single linear scale. Some power/mods can be too powerful not because they are more powerful that the alternatives, but because they built on top of other options, and buffing other mods will make it even more powerful, negating any attempt at a relative nerf (see the current debates around CO, or the fact that Gas damage gets double buffed by Toxin mods).
    This is ever truer with effects that are non-numeric or already past any viable limit. If my (imaginary) mod lets me jump so high I get stuck in the ceiling each time I touch the spacebar, no amount of buff will ever fix that. If my build let me give -150% movement speed to enemies, they wont ever move unless you give them resistance to those kind of effects, which will further complicate the situation.

    Thirdly, there is a point where humans lose their sense of scale in the face of higher numbers, and become unable to actually perceive more about numbers than "it's bigger". Considering that seeing billion damage have already occured, we're already to the point that people are stopping looking at the numbers, and going with feels. And if you buff bother players and enemies, you can easily feel like your weapon got worse, even if the game tells you it's better.

    In summary, your proposition doesn't solve the issue it was supposed to, and introduce more problems, while implicitly telling any player discovering this scam that you think they are stupid.

    It's a bad idea.


    * effective nerf : if, in an update, most stuff get buffed by 50-75%, but a weapon get buffed by only 10%; The actual result is that that weapon was nerfed in comparison to the rest of the game; it was effectivelly nerfed.

  4. Had the same issue multiple times using Valkyr+Guandao, although as you said, it's not consistent. In the same game, I may be able to switch in and out of Hysteria a few times before the issue appear.

    The workaround I've been using to fix the issue was a quick switch to operator mode and back.

    Can't test it right now, but maybe the issue appears only if the frame is wielding the melee weapon before activating the exalted weapon, for the issue to appear when deactivating it ?

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