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Re: Patch Notes 27/04/2019

Posted: Tue Apr 30, 2019 12:03 pm
by Glorian
Nidwin wrote: Tue Apr 30, 2019 9:15 am Can a honest engie player check if the new Phosphorous Shells skill doesn't have a cascade effect on M3 Explosive Shots?
Already tested:
New Phosphorous Shells does NOT activate M3 Explosive Shots.

Which is shame really. Because it is still direct Damage and not a dot.

Re: Patch Notes 27/04/2019

Posted: Tue Apr 30, 2019 12:20 pm
by Nidwin
Glorian wrote: Tue Apr 30, 2019 12:03 pm
Nidwin wrote: Tue Apr 30, 2019 9:15 am Can a honest engie player check if the new Phosphorous Shells skill doesn't have a cascade effect on M3 Explosive Shots?
Already tested:
New Phosphorous Shells does NOT activate M3 Explosive Shots.

Which is shame really. Because it is still direct Damage and not a dot.
But you have to make sure every toon hit by PS doesn't trigger the M3 on everyone 20ft around it generating an insta cascade effect.

Re: Patch Notes 27/04/2019

Posted: Tue Apr 30, 2019 12:49 pm
by Tesq
Glorian wrote: Tue Apr 30, 2019 12:03 pm
Nidwin wrote: Tue Apr 30, 2019 9:15 am Can a honest engie player check if the new Phosphorous Shells skill doesn't have a cascade effect on M3 Explosive Shots?
Already tested:
New Phosphorous Shells does NOT activate M3 Explosive Shots.

Which is shame really. Because it is still direct Damage and not a dot.
it prob is the same as TF cuz it get influenced by flamer dot tick interval reduction, maybe it's some unwanted results

Re: Patch Notes 27/04/2019

Posted: Tue Apr 30, 2019 2:22 pm
by Glorian
Tesq wrote: Tue Apr 30, 2019 12:49 pm
Glorian wrote: Tue Apr 30, 2019 12:03 pm
Nidwin wrote: Tue Apr 30, 2019 9:15 am Can a honest engie player check if the new Phosphorous Shells skill doesn't have a cascade effect on M3 Explosive Shots?
Already tested:
New Phosphorous Shells does NOT activate M3 Explosive Shots.

Which is shame really. Because it is still direct Damage and not a dot.
it prob is the same as TF cuz it get influenced by flamer dot tick interval reduction, maybe it's some unwanted results
Dot Tick reduction from turret has no effect on NEW Phoshphourus shells.

Turret Effects I have seen are:

Gun turret: Range where to put new PS is increased
Bombard turret: None witnessed changes on new PS
Flame turret: Aoe Cap increase, reduced range where to put new PS on the Ground. NO increase of Aoe Radius.

Re: Patch Notes 27/04/2019

Posted: Tue Apr 30, 2019 5:20 pm
by Tesq
Anyway since you need to look at what glorian posted maybe is a good occasion to finaly updates those turrets and deamons tooltips which only show dmg increase.. than their full effect. I image new players dont even know that and which pets do what.....

Or maybe is just a magus problem?

Re: Patch Notes 27/04/2019

Posted: Tue Apr 30, 2019 6:18 pm
by Targhor
Grunbag wrote: Mon Apr 29, 2019 7:52 am
Targhor wrote: Sun Apr 28, 2019 7:50 am Grunbag, can you please comment, if +190 willpower increasing the hot-ticks of "you got nuffin´" for 21 is the correct scale?
o/
i checked , the stat bonus is low for this ability , but that's AoR live value.
You can open a Balance proposal if this is underperforming
thanks again.
its just my personal opinion, that the needed 9wp for a +1 increase on healticks are not worth the sacrifice of any other tanky stat. the groupsupport generated by it, is too small in my eyes.
other players might have other opinions there.
but i am fine with the tactic now being able to crit-tick and the zealot buffing ini/wp granting a (tiny) little extra-synergy.

the only thing that would concern me, would be the SM-aequivalent having a different ratio.

Re: Patch Notes 27/04/2019

Posted: Tue Apr 30, 2019 7:35 pm
by Gangan
Tesq wrote: Tue Apr 30, 2019 5:20 pm Anyway since you need to look at what glorian posted maybe is a good occasion to finaly updates those turrets and deamons tooltips which only show dmg increase.. than their full effect. I image new players dont even know that and which pets do what.....

Or maybe is just a magus problem?
Opened a ticket about this a few days ago^^
https://github.com/WarEmu/WarBugs/issues/13949

Re: Patch Notes 27/04/2019

Posted: Wed May 01, 2019 12:28 am
by Tesq
Guys i have to feedback very negatively avout the vfx of phosforous shell it's incredible flashy and screen blocking way too much. All other effects im game even bigger how you want are a bit trasparent.

Rounds that flashy dont let see anything on your screen and give you an headache, there is no other vfx that it can be used for 6 sec with out block with flashy light all your visual? Even reduces the the SIZE of the vfx im question would go a long way to male it less intrusive on the screen. I really felt it as a finger in the eye tonight sy.

Re: Patch Notes 27/04/2019

Posted: Wed May 01, 2019 8:29 pm
by Grunbag
Tesq wrote: Wed May 01, 2019 12:28 am Guys i have to feedback very negatively avout the vfx of phosforous shell it's incredible flashy and screen blocking way too much. All other effects im game even bigger how you want are a bit trasparent.

Rounds that flashy dont let see anything on your screen and give you an headache, there is no other vfx that it can be used for 6 sec with out block with flashy light all your visual? Even reduces the the SIZE of the vfx im question would go a long way to male it less intrusive on the screen. I really felt it as a finger in the eye tonight sy.
The vfx doesnt’ work properly , it need to be applied on the ground target and not on all targets

Re: Patch Notes 27/04/2019

Posted: Fri May 03, 2019 1:39 pm
by Tankbeardz
After testing on rank 10-11 mobs, it seems like the new engi ability hits harder than the magus. I tested with around 975 main stat for both with 25% crit chance / Full mid tree points / No tactics other than main stat (intel/bal) / 8 pet damage stacks.

The engi was hitting around 875 non crit / 1200-1300 crit and the magus was hitting around 675 non crit / 1000 crit (stealth nerf a few patches back?). Unfortunately, I can't validate on a test dummies with these abilities.

Also, the radius seems to be much larger than the 20ft advertised on the engi.

Are these simply there to mitigate the fact that the engi can't cast the new ability on the run and there is no snare...or are the values borked?