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About Me

Found 2 results

  1. In the public server you can see 4 numbers of damage when using barrage, in fact it hits 2 times and each time it does smash and energy damage, therefore for each hit you see 2 numbers (like all the rest of energy melee powers) with a total of 4 damage numbers for Barrage's usage. In the test server Barrage is doing less damage then Energy Punch (it shouldn't) and in fact it's doing only 1 hit, half of what it should do, and you can see only 2 numbers (1 smash and 1 energy) like all the other single attacks, while being instead a two-punches attack. I just tested on both servers and the difference is evident 4 numbers vs 2 numbers, and in the public server Barrage does more damage compared to Energy Punch while being lesser damage in the test server (I know Energy Punch got improved, but it should still do less damage then Barrage in total, plus the 2 hits problem remains also for impact effects and sounds, all should be double). Just in case: I was using Electric Armor and a tanker with Energy Melee in both servers (public and test) with different customization colors. Please let me know if you cannot reproduce the bug and need help or a proof, but I highly doubt it since it should be easy to spot that's doing just 1 hit instead of 2 (2 damage numbers instead of 4).
  2. This bug has been brought up numerous times over the last year. You can check that out here, here, and here. I have not seen much discussion on this by the devs, with the only mention of looking into it came from @Captain Powerhouse where he stated this. However, I have no idea if he actually looked into it. Nonetheless, I decided to look into it by creating large sample sizes of data and hopefully identify a trend (for those who don't like lots of numbers, feel free to scroll down to my conclusion, which is in big-bold letters at the bottom). Here is what we think we know. The DoT does its proc check after each tick and will cancel all subsequent ticks if there is a miss. This means we have the following expected performance numbers for a DoT that has a 75% chance of “ticking”. Probability of 0 ticks: 25% (25% to miss on first tick attempt) Probability of at least 1 tick: 75% (75% to hit on first tick attempt) Probability of at least 2 ticks: 56.25% (75% x 75%) Probability of at least 3 ticks: 42.19% (75% x 75% x 75%) Probability of at least 4 ticks: 31.64% (75% x 75% x 75% x 75%) Probability of all 5 ticks: 23.73% (75% x 75% x 75% x 75% x 75%) This also translates to the following expected performance: Probability of exactly 0 ticks: 25% Probability of exactly 1 tick: 18.75% (75% x 25%: hit on 1st, then miss on 2nd) Probability of exactly 2 ticks: 14.06% (75% x 75% x 25%) Probability of exactly 3 ticks: 10.55% (75% x 75% x 75% x 25%) Probability of exactly 4 ticks: 7.91% (75% x 75% x 75% x 75% x 25%) Probability of all 5 ticks: 23.73% This tells us that on average, for every successful attack we hit, we can expect 2.288 DoT ticks. (0*25% + 1*18.75% + 2*14.06% + 3*10.55% + 4*7.91% + 5*23.73% = 2.288). Now that we know all the math for the expected performance (which was suggested/verified to us by Captain PowerHouse in the similar Bug Report last year), let’s look at the results we get from testing. For this test, I removed all recharge bonuses for my build and used auto-Kick repeatedly. I did this because it would create a 5 second cycle between Kicks, which make all potential DoT ticks play out before I could perform the next Kick attack. This made it much easier for me to parse my combat log to measure the number of ticks generated from each attack (which I will compare to the probability of EXACT results I just provided). Finally, I removed all results where my final Kick attack resulted in the defeat of the enemy. I did this because we could never be sure of how many ticks of damage the target could have had if they remained alive (once they're dead, the ticks stopped). This includes removing results where the death occurred on the 5th tick. Even though we know exactly how many ticks happened, it is unfair to cherry pick (please don't make me explain the math). So those were my test conditions. Now, onto the results. Test 1 (10 Feb 2020): T3 Degenerative Radial (+75% chance DoT only) 313 Successful Kicks. No Ticks: 149 (47.60%) 1 Tick: 29 (9.27%) 2 Ticks: 34 (10.86%) 3 Ticks: 20 (6.39%) 4 Ticks: 22 (7.03%) 5 Ticks: 59 (18.85%) Average: 1.7252 Ticks per Successful Kick Test 2 (11 Feb 2020): T3 Degenerative Radial (+75% chance DoT only) 1192 Successful Kicks. No Ticks: 522 (43.79%) 1 Tick: 178 (14.93%) 2 Ticks: 109 (9.14%) 3 Ticks: 82 (6.88%) 4 Ticks: 86 (7.21%) 5 Ticks: 215 (18.04%) Average: 1.7290 Ticks per Successful Kick Test 1 and 2 combined: 1505 Successful Kicks No Ticks: 671 (44.58%) 1 Tick: 207 (13.75%) 2 Ticks: 143 (9.50%) 3 Ticks: 102 (6.78%) 4 Ticks: 108 (7.18%) 5 Ticks: 274 (18.21%) Average: 1.7282 Ticks per Successful Kick These results show that the actual performance is nothing close to the expected performance. So, what’s going on here, exactly? First, let’s look at the ratio of the test results with the expected results. 1 Tick: 13.75%/18.75% = 0.7335 2 Ticks: 9.50%/14.06% = 0.6757 3 Ticks: 6.78%/10.55% = 0.6426 4 Ticks: 7.18%/7.91% = 0.9072 5 Ticks: 18.21%/23.73% = 0.7672 Average: 1.728/2.288 = 0.7553 There’s a little bit of variance still happening, but it seems there is a pattern, which is the probability of X Ticks are all being weighted by approximately 0.75 (75%). I suspect an extra 75% probability to proc is being applied in the front end and it carries itself through the rest of the ticks. I notice similar behavior with the 25% proc as I performed a small test (using a T4 Reactive Core) of 172 samples and only saw 9 ticks (5.23%, when I expected 25%). I don’t have enough samples with the 25% proc yet, but it wouldn’t surprise me if it is also having the 25% probability to proc applied an extra time on the front, which cascades down to the probability of the subsequent ticks. If my hunch is correct, then the probability of X ticks to occur would no longer be: X: Current Expected | Actual? 0: 25% | 43.75% 1: 18.75% | 14.06% 2: 14.06% | 10.55% 3: 10.55% | 7.91% 4: 7.91% | 5.93% 5: 23.73% | 17.80% And for completion, here are the numbers for the 25% DoT (needs more testing) X: Current Expected | Actual? 0: 75% | 93.75% 1: 18.75% | 4.69% 2: 4.69% | 1.17% 3: 1.17% | 0.29% 4: 0.29% | 0.07% 5: 0.10% | 0.02% As for continuing testing, I'll do so when incarnates become free again on Beta. As of now, I'm limited to the 75% T3 Degenerative and the 25% T4 Reactive. Edit: To be clear with my phrasing. I suspect only the first tick is having an extra 75% (or 25%) check applied to its proc. All subsequent ticks should be working as expected (with just the single 75% proc checked).
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