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Another day, another initiative cost change, and another bug...an oldie.....


Asur.9178

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I love how the balance team is so quick to nerf thief; but, when it comes to bug fixes, they take YEARS...even when it's reported MULTIPLE times.

Let's revisit an old bug (one that hasn't been addressed in YEARS), since it's now affecting ANOTHER skill (because they clearly never fixed the programming in the backend)...on top of ALL THE OTHER ones that it was already affecting. Oh, and I also reported this one during their little Specter beta tests as well. To their credit, over the years, they tried to manually fix some of them here and there, but never the overarching problem...the values are simply not linked. This issue will keep happening EVERY SINGLE TIME they decide to change the initiative cost of skills.

Anyways, this thread is specifically about the Assassin's Reward trait. A trait that's in Acrobatics...a meme traitline, made even worse thanks to bugged traits.

In PvP, the trait is supposed to heal for 102 PER initiative spent with 0 Healing Power. Except it's not consistent...it's not actually 102, but a fraction.

Now, let's look at what it actually does for all the weapon skills:

Dagger/X:

  • Heartseeker (3 initiative) - heals for 306
  • Death Blossom (5 initiative) - heals for 407 -- SHOULD HEAL FOR 510 (HEALS FOR 1 LESS INITIATIVE)
  • Shadow Shot (5 initiative) - heals for 407 -- SHOULD HEAL FOR 510 (HEALS FOR 1 LESS INITIATIVE)
  • Dancing Dagger (3 initiative) - heals for 306
  • Cloak and Dagger (5 initiative) - heals for 509 -- SHOULD HEAL FOR 510

Pistol/X:

  • Bola Shot (4 initiative) - heals for 407 -- SHOULD HEAL FOR 408
  • Shadow Strike (4 initiative) - heals for 407 -- SHOULD HEAL FOR 408
  • Repeater (3 initiative) - heals for 204 -- SHOULD HEAL FOR 306 (HEALS FOR 1 LESS INITIATIVE)
  • Unload (6 initiative) - heals for 509 -- SHOULD HEAL FOR 612 (HEALS FOR 1 LESS INITIATIVE)
  • Head Shot (4 initiative) - heals for 407 -- SHOULD HEAL FOR 408
  • Black Powder (6 initiative) - heals for 611 -- SHOULD HEAL FOR 612

Sword/X:

  • Infiltrator's Strike
  • Infiltrator's Return (2 initiative) - heals for 204
  • Flanking Strike (4 initiative) - heals for 407 -- SHOULD HEAL FOR 408
  • Larcenous Strike (2 initiative) - heals for 102 -- SHOULD HEAL FOR 204 (HEALS FOR 1 LESS INITIATIVE)
  • Pistol Whip (6 initiative) - heals for 509 -- SHOULD HEAL FOR 612 (HEALS FOR 1 LESS INITIATIVE)

Scepter/X:

  • Shadow Sap (3 initiative) - heals for 306
  • Twilight Combo (5 initiative) - heals for 407 -- SHOULD HEAL FOR 510 (HEALS FOR 1 LESS INITIATIVE)
  • Measured Shot (3 initiative) - heals for 306
  • Endless Night (3 initiative) - heals for 306

Shortbow:

  • Cluster Bomb (3 initiative) - heals for 306
  • Detonate Cluster (1 initiative) - heals for 0 -- SHOULD HEAL FOR 102 (HEALS FOR 1 LESS INITIATIVE)
  • Disabling Shot (5 initiative) - heals for 509 -- SHOULD HEAL FOR 510
  • Choking Gas (7 initiative) - heals for 713 -- SHOULD HEAL FOR 714
  • Infiltrator's Arrow (8 initiative) - heals for 815 -- SHOULD HEAL FOR 816

Staff:

  • Weakening Charge (3 initiative) - heals for 306
  • Debilitating Arc (5 initiative) - heals for 509 -- SHOULD HEAL FOR 510
  • Dust Strike (4 initiative) - heals for 407 -- SHOULD HEAL FOR 408
  • Vault (6 initiative) - heals for 611 -- SHOULD HEAL FOR 612

Rifle:

  • Skirmisher's Shot (3 initiative) - heals for 306
  • Double Tap (6 initiative) - heals for 611 -- SHOULD HEAL FOR 612
  • Death's Retreat (6 initiative) - heals for 611 -- SHOULD HEAL FOR 612
  • Kneel (1 initiative) - heals for 102
  • Spotter's Shot (3 initiative) - heals for 306
  • Three Round Burst (6 initiative) - heals for 611 -- SHOULD HEAL FOR 612
  • Sniper's Cover (4 initiative) - heals for 407 -- SHOULD HEAL FOR 408
  • Free Action (0 initiative) - heals for 0
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Pretty sure that the skills that are healing for one less initiative are skills that used to cost one less initiative, so what seems to be going on is that the trait isn't recognising that the skill has a higher cost now.

The rest look like they're just rounding error. It's not healing for 102 per initiative, it's healing for 101 point something and that gets rounded up to 102, but when it gets multiplied by three or more drops below a threshold where it's no longer being rounded up. If we assume it's rounding to the nearest whole number, that'd be consistent with a value around 101.82.

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