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Posted (edited)

Hi folks. Is there something weird about Burn patches in terms of Accuracy. Was parsing some older log files last night, messing with a custom graph and I saw this.

 

(https://www.carnifax.org/?uuid=49913ed5-a3f0-4cf9-9b67-0810e31b1355 and the combat_1618945686000_2021-04-20 19_08_06.0_Barbed DeQue.txt combat session for BBQ, which is an ITF run)

image.png.1b1979fd297145a2d40f7439ab2f06e9.png

 

Burrowing into the Parse and the logs it does seem like the Burn Patch Flames has a really low acc, despite Burn being slotted with a full Oblit set (66% accuracy). Anyone know why this is? 

image.png.94ab3f84800a1cb26401e4423c9803ab.png

 

And here's a snippet from the log file itself showing me vs Romans. I'm a bit stumped. Could be my code of course, there's so many lines here an error could easily cause this but the raw logs suggests the Flame patches have really low acc. Looked at City of Data and couldn't see anything weird about the Flames subpower. 

 

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Edited by Carnifax
Posted

Romans aren't the best test subjects since they toss those +def shouts, and 66% base isn't much depending on how much global accuracy, but I wouldn't be surprised has something off in it such as the pseudo pet not inheriting global accuracy which would make 66% really low especially against romans. That said the moment devs look into Burn they may decide to nerf the everliving bejeezus out of it so don't rock the boat 😛

 

Perhaps try versus a different faction first?

Posted (edited)

Well we can easily use the same link to check Banished Pantheon session afterwards (last one starting from 22:29) 🙂

 

On my Fire Tank Burn+Flames is on a par with Shockwave There's a few possibilities of course

 

  1. My Parser is wrong, I suck at coding and should resign in shame fix it.
  2. Parser is technically right and Flames are just weird and spawn a lot of MISSED lines. 
  3. I'm missing a trick here with Burn Flames on my Build and things like Kismet and Acc set bonuses are hugely important for Flames because their base Acc is weird.
  4. There's a weird bug in Burn patch accuracy which CoD doesn't seem to show (it lists it as 1.00)
  5. This is how it is supposed to work, it's a good AoE, not an "I win" button. 

image.png.00d50fac71ff9c07276303cfcc852f06.png

 

image.png.be49ce3290ab2c851578e98fdde77897.png

 

image.png.3c0bec5892a2fbdc012947a190fab197.png

Edited by Carnifax
  • Like 1
Posted
  On 5/19/2021 at 10:55 AM, Carnifax said:

Well we can easily use the same link to check Banished Pantheon session afterwards (last one starting from 22:29) 🙂

 

On my Fire Tank Burn+Flames is on a par with Shockwave There's a few possibilities of course

 

  1. My Parser is wrong, I suck at coding and should resign in shame fix it.
  2. Parser is technically right and Flames are just weird and spawn a lot of MISSED lines. 
  3. I'm missing a trick here with Burn Flames on my Build and things like Kismet and Acc set bonuses are hugely important for Flames because their base Acc is weird.
  4. There's a weird bug in Burn patch accuracy which CoD doesn't seem to show (it lists it as 1.00)
  5. This is how it is supposed to work, it's a good AoE, not an "I win" button.
Expand  

 

This is all japanese to me. Do you want to tentatively beep Jimmy and see what one of them says? Maybe the blame is on the parser as you say, perhaps not.

Posted

I can invoke @Jimmy here. I can also include a chunk of log for a Burn cycle which does have a lot of misses in there. 

 

I'm not saying its wrong, I'm just curious as to how it is designed to work and how Chance to Hit is figured out for the Flames pseudopet

 

The two parsed combat sessions are here

https://www.carnifax.org/?uuid=49913ed5-a3f0-4cf9-9b67-0810e31b1355

 

combat_1618945686000_2021-04-20 19_08_06.0_Barbed DeQue.txt is an ITF

combat_1618957775000_2021-04-20 22_29_35.0_Barbed DeQue.txt is some Dark Astoia missions. 

 

Log sample for reference. Burn has a 95% chance to hit as expected but the Flames pseudopet it drops seems to be much lower and I don't know why: 

 

I mean these 6 lines are suspicious to me, why the jump from 95% to 36.10%? Is there two rolls going on here?


2021-04-20 22:56:20 Flames:  HIT Storm Shamaness! Your Burn power had a 95.00% chance to hit, you rolled a 45.63.
2021-04-20 22:56:20 Flames:  HIT Death Shamaness! Your Burn power had a 95.00% chance to hit, you rolled a 67.46.
2021-04-20 22:56:20 Flames:  HIT Elder of Desire! Your Burn power had a 95.00% chance to hit, you rolled a 39.73.
2021-04-20 22:56:20 Flames:  HIT Storm Shamaness! Your Burn power had a 36.10% chance to hit, you rolled a 23.34.
2021-04-20 22:56:20 Flames:  HIT Death Shamaness! Your Burn power had a 36.10% chance to hit, you rolled a 23.69.
2021-04-20 22:56:20 Flames:  HIT Elder of Desire! Your Burn power had a 36.10% chance to hit, you rolled a 27.22.

 

Full log snippet

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  • Like 1
Posted

Here's a mini-log with two sections (Line 64 is the split, defined by the "2021-05-19 13:21:30 [Local] Barbed DeQue: STARTPARSE Barbed DeQue" line).

https://www.carnifax.org/?uuid=54250b20-97a1-4ede-af37-dbb87df16cba

 

First is "A single application of Burn again a dummy AV with 0 powers"

Second is "Same, but with Focused Accuracy on"

 

My overall Accuracy / ToHit is 9% in both cases and the same weird jump down in Flames:Burn ToHit chance. 

 

The ToHits and Dam are all over the place, it's really odd. Just trying to figure out how it works overall. 

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  • 3 weeks later
Posted

I explored the function of Burn a long time ago and found that the Flames component did not actually use any slotted accuracy. I was thinking this had been fixed some time after I pointed it out, though. Maybe the changes were rolled back. 

 

Flames inherits to-hit buffs (and I think accuracy buffs--it's been a while and I don't remember everything), so powers or effects that buff that (focused accuracy, insight, etc.) will make Flames hit more reliably while the effect lasts (only briefly, on toggle powers).

 

Another thing Burn does is create not one Flames patch, but one for each enemy hit with the Burn primary attack. This is why you'll see so many to-hit rolls in the log and why there are so many damage numbers each time it ticks. As written, Burn should create one patch which burns up to five targets within for 13 ticks of damage. In practice, it creates up to five patches, each of which does 13 ticks of damage to up to five targets. I believe this was the cause of the "knockdown procs throw enemies out of burn patches" bug that was around for a while (that did get fixed, right?), as each patch would have a chance of proccing the knockdown effect and knockdown effects that happen close together stack. 

  • Like 1

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