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Post Re: Server/Client Patch 02.11.2017
and let me guess a sekret wise one philosophy? How about some hard stats instead? :roll:

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Mon Mar 13, 2017 5:18 pm
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Post Re: Server/Client Patch 02.11.2017
Hi all, patch is going well so far, I will have some feedback later on some buginess with the new fighters that are suppose to follow you, but can we get an acknowledgment of the FC hostility/aggro bug?

It appears even with the new Zen of Commanding skill which is suppose to increase hostility, that the overall effect right now is quite the opposite. In almost every boss fight or high level DGs the AI target everything but me. This is quite a change from the mechanics right before the patch. Some boss fights now i dont take a scratch, but a number of my slaves get killed :/


Mon Mar 13, 2017 7:30 pm
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Post Re: Server/Client Patch 02.11.2017
sabre198 wrote:
and let me guess a sekret wise one philosophy? How about some hard stats instead? :roll:


Not my job to tell you how to aug your ships. Accurate ship builders have been publicly available for years now so this whole "wise one" thing is really played out. DarkSteel can weigh in if he wishes to say more about the process he used to rebalance the HM.

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Mon Mar 13, 2017 9:57 pm
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Post Re: Server/Client Patch 02.11.2017
anilv wrote:
Accurate ship builders have been publicly available for years now so this whole "wise one" thing is really played out.

Can you link one?


Quote:
instead of considering HM to be an endgame setup.


...a couple years back when T22 came out, it was declared a "sidegrade" by the dev team, and NOT an upgrade.

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Tue Mar 14, 2017 7:11 am
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Post Re: Server/Client Patch 02.11.2017
http://www.andsimo.com/StarSonata//

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Tue Mar 14, 2017 8:27 am
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Post Re: Server/Client Patch 02.11.2017
cej1120con wrote:
anilv wrote:
Accurate ship builders have been publicly available for years now so this whole "wise one" thing is really played out.

Can you link one?


Quote:
instead of considering HM to be an endgame setup.


...a couple years back when T22 came out, it was declared a "sidegrade" by the dev team, and NOT an upgrade.


http://www.andsimo.com/StarSonata/

While we still are doing our best to rein in vertical progression, the T22 design philosophy that you are referring to has evolved in the intervening years. One main change from those times is that we only recently got up the nerve to remove the 4th aug slot from the Heph Machine and Prawn. Before that was on the table, we were forced to treat T22 as a sidegrade as the alternative was seen as far too much vertical progression.

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Tue Mar 14, 2017 8:35 am
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Post Re: Server/Client Patch 02.11.2017
heres a tip for the future, to avoid this sort of bad feeling make the testing stats public, then you dont have to hide behind misleading statements and misdirection.

Does the HM 25% ship DPS bonus multiply in with the shm skills (which give the healer most of the heal power)? or is it literally only 0.25x449 extra (emp wand example). so this ship bonus brings in around 112 extra heals per hit

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Tue Mar 14, 2017 12:30 pm
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Post Re: Server/Client Patch 02.11.2017
Considering the stats of most ShM augs at the time:

Poseidon, The Earthshaker
Combined Aspect of the Rhino
Raging Dionysis (DarkSteel's shm uses this one)
Hoberian Reviving
Hoberian Stimulating
Hoberian Rejuvenating
Urk'qii
ShM Class Augs
Ultimate/Art of Healing
Kidd's Mod
Zeus' Planar Field/+/Zombie Bunny
Bhisaj Bhava
Vaidaya Bhava

You would notice a pattern.

-All the "normal" HPS augs conveniently lack the damage stat.

-All ZPF-style augs (Planar Field, Zombie Bunny, Urk'qii) have it, but considerably reduced impact from other stats.

-Some augs are actually DPS augs or weird utility augs and don't fit into the first two categories. Their usage tends to be more limited. CaR is weird being both a damage aug and a HPS aug; its weakness is lack of regen that led to the old HPH Shm setups of days gone by.

Based on previous knowledge that "+Damage" is a heavily weighted stat, and the knowledge that it multiplies with +Trans Power like a 100% Critical Chance setup does with Crit Strength...

The 25% Damage bonus on the HM is pretty worth. Most of the augs here lack damage. The few that do aren't nearly as good to the average joe, and was only better when you could have two (4 aug HMs) over one single normal ShM aug.


Tue Mar 14, 2017 1:50 pm
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Post Re: Server/Client Patch 02.11.2017
sabre198 wrote:
heres a tip for the future, to avoid this sort of bad feeling make the testing stats public, then you dont have to hide behind misleading statements and misdirection.

Does the HM 25% ship DPS bonus multiply in with the shm skills (which give the healer most of the heal power)? or is it literally only 0.25x449 extra (emp wand example). so this ship bonus brings in around 112 extra heals per hit


Like all other damage augmods, the +25% Damage on the HM ship multiplies with skill damage bonuses.

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Tue Mar 14, 2017 3:02 pm
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Post Re: Server/Client Patch 02.11.2017
John I think the whole "T22 is not an upgrade to T21!" was a justification for keeping broken things like Prawns and Heph Machines in the game still. Funny how things change isn't it?

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Wed Mar 15, 2017 3:07 am
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Post Re: Server/Client Patch 02.11.2017
sabre198 wrote:
heres a tip for the future, to avoid this sort of bad feeling make the testing stats public, then you dont have to hide behind misleading statements and misdirection.


While this sounds nice in theory, the sheer volume of design docs we would need to make public makes the suggestion unworkable. Also, we have no standardization for design doc layout, which means each dev is liable to set them up in their own particular way. They generally aren't polished and ready for public consumption. What you are really asking for is a comprehensive writeup for each stat change that weaves in data from our testing documents in a way that is polished and easy to read. To that request, I will give the same response that I have given many times before: we don't have the budget for a PR admin. You will simply have to live with patch notes plus active devs on the forum to discuss the details on demand.

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Wed Mar 15, 2017 6:53 am
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Post Re: Server/Client Patch 02.11.2017
Jey123456 wrote:
* No longer checking if a wild slave has too many capacitors equipped. AIs and wild slaves are allowed to cheat.


Hey this bug hasnt been fixed. I just got this a few mins ago, around 9pm EST, on 3.15. See attached pic.


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Wed Mar 15, 2017 8:03 pm
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Post Re: Server/Client Patch 02.11.2017
dreadlordnaf wrote:
Jey123456 wrote:
* No longer checking if a wild slave has too many capacitors equipped. AIs and wild slaves are allowed to cheat.


Hey this bug hasnt been fixed. I just got this a few mins ago, around 9pm EST, on 3.15. See attached pic.


Yep, thanks for reporting it, a new fix was added in today's micropatch.

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