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What's up with Rikti Pylon on Beta... or maybe what's up with Rikti Pylon on Live?


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I don't know if this is a bug that belongs on Beta or on Live, but I noticed there is a discrepancy between the Pylon's attack.

 

On Live, when I get hit, I typically take 4 ticks of damage from the swarm missile. But every now and then...maybe 20% of the time... I get hit with a 5th tick of damage.

 

I was curious about this behavior, so I went on Beta last night and stood next to a pylon for 10 hours in hopes of getting a large enough sample size of how often the 5th tick of damage occurs. Yet, when I woke up this morning to analyze the data, and what do I see? Not once did I get hit with the 5th tick of damage.

 

So...what's going on with that?


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  • 2 weeks later

Out of curiosity, and wondering if there maybe was something I'd been missing, I went over to the RWZ and played chicken with a Pylon for 15 minutes. I recorded 56 successful attacks at only 4 ticks a piece. No 5th tick ever occurred.

 

The character did have passive set-bonus provided 23.5% defense so there were a decent enough amount of misses in there, but even at the rate of 20% I should've seen 11 of those that did hit, and I did not see any. Character was a Regen Scrapper for what that's worth.

 

Edit: Forgot to mention I did this on the Live server since that's where you said you were experiencing it.

Edited by Sir Myshkin
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8 hours ago, Rooster Gold said:

There can be only 1 tickMV5BN2YzM2ZhOWMtYmEwMS00YzAyLWFiNjAtZTRmZGNhMDFmNjk5XkEyXkFqcGdeQXVyNTAyODkwOQ@@._V1_.thumb.jpg.1bfdf34c791e2811d64ade1dfd0d468e.jpg

But they attempted two more live action shows anyway.

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Prismatic Monkey - Seismic / Martial Blaster, Shadow Dragon Monkey - Staff / Dark Brute, Murder Robot Monkey - Arachnos Night Widow

 

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On 5/27/2020 at 3:45 PM, Bopper said:

I don't know if this is a bug that belongs on Beta or on Live, but I noticed there is a discrepancy between the Pylon's attack.

 

On Live, when I get hit, I typically take 4 ticks of damage from the swarm missile. But every now and then...maybe 20% of the time... I get hit with a 5th tick of damage.

 

I was curious about this behavior, so I went on Beta last night and stood next to a pylon for 10 hours in hopes of getting a large enough sample size of how often the 5th tick of damage occurs. Yet, when I woke up this morning to analyze the data, and what do I see? Not once did I get hit with the 5th tick of damage.

 

So...what's going on with that?

I have noticed this phenomenon as well more passively. It appears that not every pylon does this special case of a 5th tick. 

 

I have really nothing to add here other than to demonstrate that I have noticed this happening as well, so you're not the "only one."

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6 minutes ago, Zeraphia said:

I have noticed this phenomenon as well more passively. It appears that not every pylon does this special case of a 5th tick. 

 

I have really nothing to add here other than to demonstrate that I have noticed this happening as well, so you're not the "only one."

That is an interesting point. I had not considered if it was a different pylon as being the cause. In fact, I'm almost certain I did not use the same one. I'll have to test that some more


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14 hours ago, Sir Myshkin said:

Edit: Forgot to mention I did this on the Live server since that's where you said you were experiencing it.

Zeraphia made a good point, it might not be a difference between the servers, but rather the pylons. I am going of memory, but I am pretty sure the pylon I experienced this with was along the right side of the map, 2nd or 3rd from the bottom. It is right next to a road, enclosed by a fence that has a swinging gate you can enter. I feel like this would be the 2nd pylon you would reach when running up the right side of the map, but I'll need to log in to be sure


UPDATE

I went in game and it turns out it was the bottom right most pylon I was testing (first one you'd run up to when going along right side of map). It was not in a fence enclosure.

 

I also managed to get quite unlucky...but lucky too, as the Pylon managed to hit me 3 times in a row, each time getting me with the 5 tick pylon attack (I had an earlier attack that was only 4 ticks). There is one thing I want to troubleshoot real quick, so I may update this space one more time.image.thumb.png.8590954a3e8cade5b72ce7db965b8ff3.png

 

Edited by Bopper

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Ok, some additional testing:

I was wondering if the extra knockback chance (you always get hit with 8 mag KB, but sometimes there's also a 4 mag KB that stacks on top) was a switch case where you either get hit with it or an extra tick of damage, but we can see with the final attack I was hit with only one KB and 4 ticks of damage. Also got hit with 5 ticks and 2 KBs. So I'm guessing all attacks guarantee 1 KB and 4 ticks of damage, and there might be a 50% chance at an extra tick of damage and a 50% chance at an extra stack of KB. My posting of 20% might have been caused by chasing down multiple Pylons, thus diluting my results.

 

Either way, I'm guessing this is not a bug, but rather intended. Just odd that not all pylons are created equal.

image.png.6daf84affece6b7cadc5e1199c2079f7.png

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I never pay close attention to these sorts of things, but, just out of curiosity,  do they have different names at all?

 

I went to check and looked at six of them.  Same name, same look, same colors, identical in anyway I could see.

Edited by Bionic_Flea
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1 hour ago, Bionic_Flea said:

I never pay close attention to these sorts of things, but, just out of curiosity,  do they have different names at all?

 

I went to check and looked at six of them.  Same name, same look, same colors, identical in anyway I could see.


Nope.  They are all just Rikti Pylon.  Now I am curious to test out the level 54 pylons in the instanced MSR.

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In case it's helpful this is the Power information for Rikti Pylon Swarm Missles. This is from Issue 24 Files, so unless something has changed since then these should be correct. AttribMod 0 is for the damage, AttribMod 1 and 2 handle the knockback, 1 guaranteed at Mag 4, 2 a 40% chance of Mag 2. 

 

In the I24 files at least there is only one kind of Rikti Pylon in RWZ, the other is exclusive to Lady Grey TF in the Hamidon mission.

 

Spoiler

================
FullName = Rikti.War_Zone_Pylon.Swarm_Missile
CRCFullName = 4100495012
SourceFile = DEFS/POWERS/RIKTI_WAR_ZONE_PYLON.POWERS
Name = Swarm_Missile
SourceName = Rikti.War_Zone_Pylon.Swarm_Missile
System = 0
AutoIssue = False
AutoIssueSaveLevel = False
Free = False
DisplayName = Swarm Missile (P2719216427)
DisplayHelp = The Pylon can launch a pack of 8 Swarm missiles. (P724010071)
DisplayShortHelp = Ranged Lethal, +KB (P271923369)
DisplayTargetHelp = 
DisplayTargetShortHelp = 
DisplayAttackerAttack = 
DisplayAttackerAttackFloater = 
DisplayAttackerHit = 
DisplayVictimHit = 
DisplayConfirm = 
FloatRewarded = 
DisplayPowerDefenseFloat = 
IconName = AssaultWeapons_ARBurst.tga
Type = kClick (0)
NumAllowed = 1
AttackTypes = [ 112, 120 ]
BuyRequires = []
ActivateRequires = []
SlotRequires = []
TargetRequires = []
RewardRequires = []
AuctionRequires = []
RewardFallback = 
Accuracy = 1
NearGround = False
TargetNearGround = False
CastableAfterDeath = AliveOnly (0)
CastThroughHold = False
CastThroughSleep = False
CastThroughStun = False
CastThroughTerrorize = False
ToggleIgnoreHold = False
ToggleIgnoreSleep = False
ToggleIgnoreStun = False
IgnoreLevelBought = False
ShootThroughUntouchable = False
InterruptLikeSleep = False
AIReport = kAlways (0)
EffectArea = kSphere (2)
MaxTargetsHit = 16
Radius = 25
Arc = 0
BoxOffset =
    X = 0
    Y = 0
    Z = 0
BoxSize =
    X = 0
    Y = 0
    Z = 0
Range = 350
RangeSecondary = 0
TimeToActivate = 2.67
RechargeTime = 2.5
ActivatePeriod = 0
EnduranceCost = 10.5
IdeaCost = 0
TimeToConfirm = 0
SelfConfirm = 0
ConfirmRequires = []
DestroyOnLimit = True
StackingUsage = False
NumCharges = 0
MaxNumCharges = 0
UsageTime = 0
MaxUsageTime = 0
Lifetime = 0
MaxLifetime = 0
LifetimeInGame = 0
MaxLifetimeInGame = 0
InterruptTime = 0
TargetVisibility = kLineOfSight (0)
Target = kFoe (19)
TargetSecondary = kNone (0)
EntsAutoHit = [ kNone (0) ]
EntsAffected = [ kFoe (19) ]
TargetThroughVisionPhase = False
BoostsAllowed = []
GroupMembership = []
ModesRequired = []
ModesDisallowed = []
AIGroups = []
AttribMod = 
    -------- AttribMod 0 --------
    Name = Damage
    DisplayAttackerHit = 
    DisplayVictimHit = {PlayerSource} blasts you with its Swarm Missile for {Damage} points of lethal damage! (P3217213811)
    DisplayFloat = 
    DisplayAttribDefenseFloat = 
    ShowFloaters = True
    Attrib = 4
    Aspect = kAbsolute (16)
    BoostIgnoreDiminishing = False
    Target = kTarget (4)
    Table = Ranged_Damage
    Scale = 0.45
    ApplicationType = kOnTick (0)
    Type = kMagnitude (1)
    Delay = 0
    Period = 0.2
    Chance = 1
    CancelOnMiss = False
    CancelEvents = []
    NearGround = False
    AllowStrength = True
    AllowResistance = True
    UseMagnitudeResistance = True
    UseDurationResistance = False
    AllowCombatMods = True
    UseMagnitudeCombatMods = True
    UseDurationCombatMods = False
    BoostTemplate = False
    Requires = []
    PrimaryStringList = []
    SecondaryStringList = []
    CasterStackType = kIndividual (0)
    StackType = kStack (0)
    StackLimit = 2
    StackKey = -1
    Duration = 0.7
    DurationExpr = []
    Magnitude = 1
    MagnitudeExpr = []
    RadiusInner = -1
    RadiusOuter = -1
    Suppress = []
    IgnoreSuppressErrors = 
    ContinuingBits = []
    ContinuingFX = 
    ConditionalBits = []
    ConditionalFX = 
    CostumeName = 
    Reward = 
    Params = 
    EntityDef = 
    PriorityListDefense = 
    PriorityListOffense = 
    PriorityListPassive = 
    DisplayOnlyIfNotZero = False
    MatchExactPower = False
    VanishEntOnTimeout = False
    DoNotTint = False
    KeepThroughDeath = False
    DelayEval = False
    BoostModAllowed = 0
    EvalFlags = 0
    ProcsPerMinute = 0
    -------- AttribMod 1 --------
    Name = Knockback
    DisplayAttackerHit = 
    DisplayVictimHit = 
    DisplayFloat = 
    DisplayAttribDefenseFloat = 
    ShowFloaters = True
    Attrib = 328
    Aspect = kCurrent (0)
    BoostIgnoreDiminishing = False
    Target = kTarget (4)
    Table = Ranged_Knockback
    Scale = 4
    ApplicationType = kOnTick (0)
    Type = kMagnitude (1)
    Delay = 0
    Period = 0
    Chance = 1
    CancelOnMiss = False
    CancelEvents = []
    NearGround = False
    AllowStrength = True
    AllowResistance = True
    UseMagnitudeResistance = True
    UseDurationResistance = False
    AllowCombatMods = True
    UseMagnitudeCombatMods = True
    UseDurationCombatMods = False
    BoostTemplate = False
    Requires = []
    PrimaryStringList = []
    SecondaryStringList = []
    CasterStackType = kIndividual (0)
    StackType = kStack (0)
    StackLimit = 2
    StackKey = -1
    Duration = 0
    DurationExpr = []
    Magnitude = 1
    MagnitudeExpr = []
    RadiusInner = -1
    RadiusOuter = 5
    Suppress = []
    IgnoreSuppressErrors = 
    ContinuingBits = []
    ContinuingFX = 
    ConditionalBits = []
    ConditionalFX = 
    CostumeName = 
    Reward = 
    Params = 
    EntityDef = 
    PriorityListDefense = 
    PriorityListOffense = 
    PriorityListPassive = 
    DisplayOnlyIfNotZero = False
    MatchExactPower = False
    VanishEntOnTimeout = False
    DoNotTint = False
    KeepThroughDeath = False
    DelayEval = False
    BoostModAllowed = 0
    EvalFlags = 0
    ProcsPerMinute = 0
    -------- AttribMod 2 --------
    Name = Knockback
    DisplayAttackerHit = 
    DisplayVictimHit = 
    DisplayFloat = 
    DisplayAttribDefenseFloat = 
    ShowFloaters = True
    Attrib = 328
    Aspect = kCurrent (0)
    BoostIgnoreDiminishing = False
    Target = kTarget (4)
    Table = Ranged_Knockback
    Scale = 2
    ApplicationType = kOnTick (0)
    Type = kMagnitude (1)
    Delay = 0
    Period = 0
    Chance = 0.4
    CancelOnMiss = False
    CancelEvents = []
    NearGround = False
    AllowStrength = True
    AllowResistance = True
    UseMagnitudeResistance = True
    UseDurationResistance = False
    AllowCombatMods = True
    UseMagnitudeCombatMods = True
    UseDurationCombatMods = False
    BoostTemplate = False
    Requires = []
    PrimaryStringList = []
    SecondaryStringList = []
    CasterStackType = kIndividual (0)
    StackType = kStack (0)
    StackLimit = 2
    StackKey = -1
    Duration = 0
    DurationExpr = []
    Magnitude = 1
    MagnitudeExpr = []
    RadiusInner = -1
    RadiusOuter = -1
    Suppress = []
    IgnoreSuppressErrors = 
    ContinuingBits = []
    ContinuingFX = 
    ConditionalBits = []
    ConditionalFX = 
    CostumeName = 
    Reward = 
    Params = 
    EntityDef = 
    PriorityListDefense = 
    PriorityListOffense = 
    PriorityListPassive = 
    DisplayOnlyIfNotZero = False
    MatchExactPower = False
    VanishEntOnTimeout = False
    DoNotTint = False
    KeepThroughDeath = False
    DelayEval = False
    BoostModAllowed = 0
    EvalFlags = 0
    ProcsPerMinute = 0
IgnoreStrength = False
ShowBuffIcon = True
ShowInInventory = Default (1)
ShowInManage = True
ShowInInfo = True
Deleteable = False
Tradeable = False
MaxBoosts = 6
DoNotSave = False
BoostIgnoresEffectiveness = False
BoostAlwaysCountForSet = False
BoostTradeable = True
BoostCombinable = True
BoostAccountBound = False
BoostBoostable = False
BoostUsePlayerLevel = False
BoostCatalystConversion = 
StoreProduct = 
BoostLicenseLevel = 999
MinSlotLevel = -3
MaxSlotLevel = 49
MaxBoostLevel = 50
Var = []
ToggleDroppable = Sometimes (0)
StrengthsDisallowed = []
ProcMainTargetOnly = False
AnimMainTargetOnly = False
HighlightEval = []
HighlightIcon = 
HighlightRing =
    Red = 0
    Green = 0
    Blue = 0
    Alpha = 0
TravelSuppression = 0
PreferenceMultiplier = 1
DontSetStance = False
PointValue = 0
PointMultiplier = 0
ChainIntoPower = 
InstanceLocked = False
IsEnvironmentHit = False
ShuffleTargets = False
ForceLevelBought = -1
RefreshesOnActivePlayerChange = False
PowerRedirector = False
Cancelable = False
IgnoreToggleMaxDistance = False
ServerTrayPriority = 0
AbusiveBuff = True
PositionCenter = kSelf (0)
PositionDistance = 0
PositionHeight = 0
PositionYaw = 0
FaceTarget = True
VisualFX = MENU/POWERS/ANIMFX/VILLAIN_RIKTI_PYLON_SWARMMISSILE.PFX
AttackBits = [ 20, 765 ]
BlockBits = []
WindUpBits = []
HitBits = [ 49, 680 ]
DeathBits = []
ActivationBits = []
DeactivationBits = []
InitialAttackBits = [ 20, 765 ]
ContinuingBits = []
ConditionalBits = []
ActivationFX = 
DeactivationFX = 
AttackFX = ENEMYFX/RIKTI/PYLON/SWARMMISSILE/SWARMMISSILE_FIRE.FX
HitFX = ENEMYFX/RIKTI/PYLON/SWARMMISSILE/SWARMMISSILE_HIT.FX
WindUpFX = 
BlockFX = 
DeathFX = 
InitialAttackFX = ENEMYFX/RIKTI/PYLON/SWARMMISSILE/SWARMMISSILE_FIRE.FX
ContinuingFX = 
ContinuingFX1 = 
ContinuingFX2 = 
ContinuingFX3 = 
ContinuingFX4 = 
ConditionalFX = 
ConditionalFX1 = 
ConditionalFX2 = 
ConditionalFX3 = 
ConditionalFX4 = 
ModeBits = [ 20 ]
FramesBeforeHit = 36
DelayedHit = True
AttackFrames = 80
InitialFramesBeforeHit = 36
InitialAttackFXFrameDelay = 0
ProjectileSpeed = 60
InitialFramesBeforeBlock = 0
IgnoreAttackTimeErrors = 
FramesBeforeBlock = 0
FXImportant = False
PrimaryTint =
    Red = 0
    Green = 0
    Blue = 0
    Alpha = 0
SecondaryTint =
    Red = 0
    Green = 0
    Blue = 0
    Alpha = 0
CustomFX = []
================

 

 

Edited by Aberrant
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10 hours ago, Bopper said:

I went in game and it turns out it was the bottom right most pylon I was testing (first one you'd run up to when going along right side of map).

Following your description, that is the same Pylon I tested against. Out of curiosity, what AT/Sets, and did you have KB protection on/slotted? I can see the Vigilante icon in your screenshot, my was also Vigilante as well. Curious to rule out conditions considering you got three consecutive kicks, and I didn't see it happen at all for a much wider range of time.

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2 minutes ago, Sir Myshkin said:

Following your description, that is the same Pylon I tested against. Out of curiosity, what AT/Sets, and did you have KB protection on/slotted? I can see the Vigilante icon in your screenshot, my was also Vigilante as well. Curious to rule out conditions considering you got three consecutive kicks, and I didn't see it happen at all for a much wider range of time.

Well, now things are getting interesting.

I am a tanker, Stone/SS/Soul. Was in granite, might have been rooted too. 

 

By 3 consecutive ticks, you mean 3 consecutive 5-ticks? 

 

Other conditions that I dont think would apply, but I'll list them just in case. Lvl 51 (lvl 53 in incarnates). Musc Radial, Ageless Core, Assault Radial, Reactive Radial, Longbow Core (all T4). 

 


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39 minutes ago, Bopper said:

Well, now things are getting interesting.

"kicks" I was arbitrarily bunching them together with a non-orthodox phrase. Easy to see that as "ticks" or take it as a typo, that's my fault, heh.

 

The closest I have (which is... surprisingly close) to your Tanker is a Stone/Ice/Soul, level 50 but without any Incarnates abilities (not unlocked yet). Dropped by the same Pylon in RWZ (technically "#17" per vidiotmaps overlay) and took a seat. I dropped as many toggles as I could to increase opportunity down to 33% defense and chilled out for another 15 minutes. I then (and as I'm typing this, about an additional 8-10 minutes extra now) loaded up my toggles to full (just to ... I dunno, see), and I did not see a fifth tick ever occur.

 

Character is also technically a "Hero". I also took an extra measure to split my combat logging into "me" and "pets" just to see if something weird might report off. No "pet damage" occurred.

 

Okay, so it's been 30 full minutes, no deviation of the normal "4 Tick" damage burst.

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I am baffled by your results @Sir Myshkin. Then again, I recall once you having funny results with procs in pseudopets, so who knows why things happen the way they do. Haha.

 

Hmmm...well, let's go a step further. What server are you on (I'm Excelsior). Were you in RWZ1 or RWZ2? I think I've experienced it in both, but can't confirm


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4 minutes ago, Bopper said:

What server are you on (I'm Excelsior). Were you in RWZ1 or RWZ2?

Everlasting. The first attempt was in RWZ1, second was (not be choice) RWZ2. I considered hitting up random Pylons, but I don't have the time right now to invest that much into each one, and I don't think 2-3 minutes is really a fair sample size given I've watched an entire 60/s go by as "MISSED" on just 23.5% Defense.

 

@Zeraphia you mentioned seeing this yourself, do you recall the circumstances of which/when/character at all?

 

Oh the random things we test out of shear curiosity.

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5 hours ago, Sir Myshkin said:

Everlasting. The first attempt was in RWZ1, second was (not be choice) RWZ2. I considered hitting up random Pylons, but I don't have the time right now to invest that much into each one, and I don't think 2-3 minutes is really a fair sample size given I've watched an entire 60/s go by as "MISSED" on just 23.5% Defense.

 

@Zeraphia you mentioned seeing this yourself, do you recall the circumstances of which/when/character at all?

 

Oh the random things we test out of shear curiosity.

I can remember this happening a few times, there is two occurrences I can think of, one of them is a little bit hazy/non-specific the other is very specific. The very specific instance was when I was going toward an MSR and I was fooling around just by jumping all over (I don't know, I just can't sit still on video games hehe) and a pylon that was located near the initial base definitely did give me the 5th tick. It was just right of the place everyone starts the raid on (I'm sorry I can't recall the name of that area Point Du Hoc? something like that) right in the stone fenced area. The non-specific instance was when I was going to a mission for LGTF and I was knocked back on my Blaster and received five ticks, I believe this pylon was located in the gated area and stands on grass.

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I'm guessing this is a lag issue. Looking at the power information above it looks like it does a tick of damage every 0.2 seconds, for 0.7 seconds.

 

So that's 1 tick on 0, 2 ticks by 0.2, 3 ticks by 0.4, 4 ticks by 0.6, then at 0.7 the ticks should stop before another happens. However it's entirely possible that the server or client could lag and miss that 0.7 check when it should disable the power, count another interval of 0.2 at 0.8 and apply a 5th tick of damage before it correctly shuts the power off. Main thing to check is whether this happens with other common DoTs, like enemy minigun, AR Bursts and the like. 

 

EDIT: Literally just ran around in RWZ on Live servers and attacked the Malta Group. A Hercules Class Titan's Gas Swarm Missiles power info says it's supposed to do 8 ticks of damage over 3.10 seconds. It did to me 9 ticks. Seems to me that it's likely to be a common potential issue with all DoTs having a capability of overstaying their welcome due to ticks being applied by periods of time within a duration rather than being hard coded as having an actual maximum number of ticks. Obviously more noticeable on RWZ pylons due to the high damage per tick that can mean the difference between living and dying, whereas most DoTs are low damage per tick so it's harder to see. 

 

766648677_GasSwarmMissiles.png.9cb8a3334becaf96514de4a5a09049bd.png

 

EDIT 2: Similarly, in the files for Malta.Malta_Hercules.Gas_Swarm_Missiles, it does a tick of damage every 0.4 seconds for 3.1 seconds

Which is 8 ticks counting 0, with the 8th tick on 2.8 before the power ends at 3.1, so just a delay in communication of 0.1 second will send it to 3.2 seconds for the incorrect 9th tick.


EDIT 3: Player DoTs appear to have more time between the end of the duration and the next tick of damage, usually over 0.2 seconds, for instance Blasters AR Burst ticks every 0.3 seconds and ends on 0.91, leaving 0.29 seconds before the next potential tick ensuring that it won't spill over 4 ticks. Very likely intentionally designed for DoT overcounting to not benefit players, but less of a concern if it benefits npcs. To fix the Rikti Pylon sometimes doing 5 ticks all that would need to be done would be changing the duration from 0.7 to say 0.61 or similar, giving it less opportunity to overcount at 0.19 seconds. This could potentially have other consequences of course, not sure if it's possible for this to happen in reverse and undercount a tick, but would very likely if not eliminate the 5th tick, significantly reduce it's chance.

Edited by Aberrant
Malta Example.
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5 hours ago, Aberrant said:

I'm guessing this is a lag issue. Looking at the power information above it looks like it does a tick of damage every 0.2 seconds, for 0.7 seconds.

 

So that's 1 tick on 0, 2 ticks by 0.2, 3 ticks by 0.4, 4 ticks by 0.6, then at 0.7 the ticks should stop before another happens. However it's entirely possible that the server or client could lag and miss that 0.7 check when it should disable the power, count another interval of 0.2 at 0.8 and apply a 5th tick of damage before it correctly shuts the power off. Main thing to check is whether this happens with other common DoTs, like enemy minigun, AR Bursts and the like. 

 

EDIT: Literally just ran around in RWZ on Live servers and attacked the Malta Group. A Hercules Class Titan's Gas Swarm Missiles power info says it's supposed to do 8 ticks of damage over 3.10 seconds. It did to me 9 ticks. Seems to me that it's likely to be a common potential issue with all DoTs having a capability of overstaying their welcome due to ticks being applied by periods of time within a duration rather than being hard coded as having an actual maximum number of ticks. Obviously more noticeable on RWZ pylons due to the high damage per tick that can mean the difference between living and dying, whereas most DoTs are low damage per tick so it's harder to see. 

 

766648677_GasSwarmMissiles.png.9cb8a3334becaf96514de4a5a09049bd.png

 

EDIT 2: Similarly, in the files for Malta.Malta_Hercules.Gas_Swarm_Missiles, it does a tick of damage every 0.4 seconds for 3.1 seconds

Which is 8 ticks counting 0, with the 8th tick on 2.8 before the power ends at 3.1, so just a delay in communication of 0.1 second will send it to 3.2 seconds for the incorrect 9th tick.


EDIT 3: Player DoTs appear to have more time between the end of the duration and the next tick of damage, usually over 0.2 seconds, for instance Blasters AR Burst ticks every 0.3 seconds and ends on 0.91, leaving 0.29 seconds before the next potential tick ensuring that it won't spill over 4 ticks. Very likely intentionally designed for DoT overcounting to not benefit players, but less of a concern if it benefits npcs. To fix the Rikti Pylon sometimes doing 5 ticks all that would need to be done would be changing the duration from 0.7 to say 0.61 or similar, giving it less opportunity to overcount at 0.19 seconds. This could potentially have other consequences of course, not sure if it's possible for this to happen in reverse and undercount a tick, but would very likely if not eliminate the 5th tick, significantly reduce it's chance.

Fantastic analysis. I would be very interested if anyone could find a player DoT (incarmates included) that could show a replication of an extra DoT tick. Maybe all are padded enough, but perhaps there's a fast tick (burn?) that could replicate.


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First try baby! I knew Full Auto would be the easiest one to verify

 

Using Full Auto in Peregrine Island. It's supposed to do 17 ticks, first try did 18 ticks of damage. Not counting the special 10% chance of bonus damage which didn't take effect obviously. Full Auto has a DoT period of 0.2 seconds within a duration of 3.3 seconds, which is 17 ticks at 3.2, appears here to have ticked 18 at 3.4 before shutting off. This was on the test server, which since I'm in the UK is likely to have a higher delay than me playing on Reunion and may make this effect more common.

 

18 TICKS

FullAuto.png.525f050c287cf47c99a95c25e0996753.png

 

The shot I took just after this pictured below was the correct 17 ticks.

 

17 TICKS

FullAuto2.png.c12f30cc49bf0a7186f9764ae6a7088e.png

 

FYI, the discrepancy in damage here was due to me slotting some more enhancements or hitting a different level target. The damage of DoTs is not distributed from a pool.

 

So yep, can happen with player DoTs.

Edited by Aberrant
Added 17 tick example.
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I'm sort of intrigued that I only get this on live. On Beta, I ran tests for 10 hours and not see it once. Just interesting...I suppose.


PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

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Could be due to the number of players on live servers. Since there are more players, more going on, thus more delay in server to client communication, whereas on the Beta servers there's barely a handful of people on so there's a lot less data being passed back and forth so less delay or lost packets etc. But since I'm in Europe it's more likely due to the distance. Just a theory of course, but seems like the simplest explanation.

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