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When Will Health And Shield Mods Start To Work Properly?


Jumba255
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I was told very long ago by a dev that shield and health mods would multiply the health not by its base value at rank 0 but would increase with the actual health value. I'm having trouble explaining this.

 

 

Right now:

base health of Excalibur = 100

with 200% mod and rank 0 Excalibur health is 300

with 200%mod and rank 30 Excalibur health is 500

 

the health should be 900

300+200%=900

 

So is this going to be fixed or is it just going to stay like this?

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I was told very long ago by a dev that shield and health mods would multiply the health not by its base value at rank 0 but would increase with the actual health value. I'm having trouble explaining this.

 

 

Right now:

base health of Excalibur = 100

with 200% mod and rank 0 Excalibur health is 300

with 200%mod and rank 30 Excalibur health is 500

 

the health should be 900

300+200%=900

 

So is this going to be fixed or is it just going to stay like this?

There is nothing wrong with it.

 

You're thinking a 200% mod would be 200% of the initial 100 health and equal 200. That isn't the case. It is 100 health + 200% of base health which is 300.

 

Working as intended.

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I was told very long ago by a dev that shield and health mods would multiply the health not by its base value at rank 0 but would increase with the actual health value. I'm having trouble explaining this.

 

 Who told you that? A dev?

 I have never heard of such a thing. As far as I know it has always been like it is now and never knew of any changes to it.

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There is nothing wrong with it.

 

You're thinking a 200% mod would be 200% of the initial 100 health and equal 200. That isn't the case. It is 100 health + 200% of base health which is 300.

 

Working as intended.

 

That's how his calculation worked though for his latter example: 300 health + 200% base health ( which is 600 ) should total 900 health, yet we know Excalibur can't reach 900 health and shields even with maximum Vitality and Redirection.

 

Basically, it appears like currently the addition is based off the initial unranked - aka base - health level, so at level 30 that that 200% health addition is actually 200% of 100 health i.e. 200 health, so 300 + 200 = 500.

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That's how his calculation worked though for his latter example: 300 health + 200% base health ( which is 600 ) should total 900 health, yet we know Excalibur can't reach 900 health and shields even with maximum Vitality and Redirection.

 

Basically, it appears like currently the addition is based off the initial unranked - aka base - health level, so at level 30 that that 200% health addition is actually 200% of 100 health i.e. 200 health, so 300 + 200 = 500.

Yeah, this is how it works. Took me awhile to find out how it works though. The mod card says base health but means base unranked health.

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isnt vigor still bugged?, last i tried on multiple frames with different base hp/shields, vigor just gave a flat 120 hp/shields and not 120% of base

dont think it is, if memory serves me right, it gives flat bonus to hp/shield, AFTER shield/hp mods

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dont think it is, if memory serves me right, it gives flat bonus to hp/shield, AFTER shield/hp mods

 

its supposed to give a 120% boost from your base hp/shields, but it doesnt seem to matter if a frame bas base 100/100, or 150/100 i seem to see it only add a static 120/120 hp/shields and not 120%/120%.

 

i havent checked this since U11 tho, but back then when i tested every frame i had i only seemed to get a static 120/120.

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