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Malibu Sally
06-07-2005, 05:30 PM
Very interesting day today. Logged in after installing the new patch and proceeded to a mission that I could not finish yesterday.(Canries and Rikti... oh joy) Did not notice anything odd until I got to the Carnie Boss(an illusionist) and a Rikti mentalist in the same room.

Popped 7 lucks and a few rages and let fly.... Held, Held, Stunned, Slept, dead. Huh? how did all that get past the lucks? Must be fluke. After getting out of the hospital, I ran and bought 14 more lucks. Entered the mission and went back to that room. Popped 8 lucks this time(yes, overkill I know... had to make sure). Held, held, stunned, slept, dead. WTF? I called for assistance and Morc came running.

He buffed me up out the wazoo and I popped the remaining 6 lucks I had and attacked. Held, Held, stunned, slept. This time Morc kept healing me so no hospital trip this time. Finally killed the Boss and the Mentalist. Morc can verify that the defense stopped nothing. Yesterday this never happened once. Defense inspirations worked against mental attacks.

So... do mental attacks now bypass defense? All those lucks I ate should have given me about 90% protection from getting hit, but they got me with EVERY shot they sent my way. I sent a bug report but have not heard anything yet.

If anyone gets a chance, please experiment and see if this is not isolated. Pop some purples and attack some Rikti or Carnie mind-friers and see if you don't get the same result. :cuss: :think:

Jade_Dragon
06-07-2005, 05:44 PM
This sounds similar to the accuracy bug that was theorized about some time ago. Supposedly, if you increased accuracy to the point where it exceeded the maximum, it "rolled over" to zero. So you could pop Accuracy Inspirations, Aim, Build Up and use a sniper shot, and miss every time.

If this is what's going on, it's definately a bug. There is, of course, a perfectly logical chance that even with 8 Lucks going you could still be hit, any number of times in a row. However, as more and more of those attacks hit in a row, the odds are greater and greater that it is a bug.

I would test this against other attack types than psionics. If it shows up only for psionics, that would be one issue, as from everything I have been told, Luck is supposed to defend against it. If it shows up for all attack types, if you use multiple Lucks, then this could be similar to the "rollover" bug. (Which, BTW, I still have no idea if they have confirmed or even fixed it) If you run your Defense up to the highest point you can WITHOUT going over 95%, and you STILL seem to be hit unusually often (even better if you can confirm that with a program like HeroStats) then there may be something else going on.

Malibu Sally
06-07-2005, 05:52 PM
God, I hope it's just a bug. I live on lucks. Any boss conning more than white requires that I slam a few. I'd hate to think I can't do any Carnie or Rikti(or any other group with mental powers) anymore which is what I will have to do if this is intended. :(

BvS
06-07-2005, 05:59 PM
Not being privvy to the intricacies of the coders' minds, I've always thought that lucks should help against being hit by any attack; but we do see that most defenses across the board defend against things "(but psionics)".

I can only suggest that you might have been better off eating a few 'break frees' before getting involved with the bosses, since they do offer defense against holds of all kinds.

Barring that, Sally, have you ever thought of changing your costume emblem to a horseshoe?
Couldn't hurt ;)

Malibu Sally
06-07-2005, 06:09 PM
Lucks have always worked against mental attacks before.(they DO have to hit for the mind-fry to work, you know) Why would they change it now and not say anything?

Jade_Dragon
06-07-2005, 06:18 PM
I will be very disappointed if it's intended. Luck to me is just that, luck, it's the way everything just seems to fall into place when the hero puts everything on the line. (Those things that happen "because that's the way the writer wrote it") It should, and as far as I know does, protect against all kinds of attack, melee, ranged and AoE, and all damage types including psionics. For it to have a "hole" in its defense would be contrary to the concept of an Inspiration.

So I definately think it's a bug. Although quite honestly, I can't see what's in this patch that could have changed this. But maybe it's just something that was accidently included from their test servers. (We know they've coded some pretty massive bugs in their internal servers, so maybe one crept onto live)

Jade_Dragon
06-07-2005, 06:35 PM
Lucks have always worked against mental attacks before.(they DO have to hit for the mind-fry to work, you know) Why would they change it now and not say anything?

Plus, Manuevers does protect against psionics. (Although not AoE) So there is precedent.

Morcalivan7
06-07-2005, 06:48 PM
I have noticed my ID doesn't stop a single Psi Status affect anymore. Even IDed tanks are getting held when normally I would ID a tanker and he would go running through a whole zone of carnies. Now however all I can do is break status affects and even then I can still see bubbles around poeple and half the time the hold isn't broken. Now ID doesn't protect against sleep I don't think but as for holds, that's it's purpose. It's like a super acrobatics, adding smash/energy resistance on the side.

Tarkenchi
06-07-2005, 07:03 PM
I always thought lucks didn't protect against holds, etc... Only the other purple things did O_o

Tsarmina
06-07-2005, 07:08 PM
Break-frees broke the hold that was put on you. Luck decreased the chances that the attack would hit you to begin with. Right?

Morcalivan7
06-07-2005, 07:08 PM
I always thought lucks didn't protect against holds, etc... Only the other purple things did O_o
Luck = Defense, not Resistance.

ToHit is defeated by Defense.

Damage and Mez is defeated by Resistance, one for each of them different from the other.

Now add both Defense and Resistance and you have a superior protection so that in the odd chance an attack goes through your defense, you have a chance to resist it.

suburbanhell
06-07-2005, 08:06 PM
Let's hope it's only a bug and not a new "feature"....

Tarberetta
06-07-2005, 08:32 PM
Sounds like a bug...but to be honest I've noticed that every now and then something blows through my intergration like tissue paper

(like that green con illusionist that singlehandedly held me through integration the other day with a single "flash")

Morcalivan7
06-07-2005, 09:12 PM
That's so that you aren't a god in-game Tarbetta. From what I know about control powers is they seem to have a 'critical' like that of scrappers for their mag lvl of their attacks as well as stacking their control powers is one of few means to get to holding bosses aside from those 'criticals'. In other words it's still got little chance of being the end for a melee.

Tarberetta
06-08-2005, 01:07 AM
Never before. It should take a certain number of stacked holds to break through integration. There is no "critical" hold. Ever hear of someone putting a single hold on hami and shutting him down?

Each hold adds to the total. If the hold total is higher than your mez resist total, you get held. Geko explained that a long time ago on the main boards.

vyxzuw
06-08-2005, 02:56 AM
The roll-over thing is interesting. Although, I've NEVER heard of having a problem with too much Def. (Or SR scrappers would be SCREWED.)

Note: With just 4 Lucks, you have 100% Def. Enough to floor the ACC of anything (Bosses have 85% to hit.) to 5% chance to hit.

Mez attacks take a hit roll to work. (Even the non-damage ones.) So, Def should help. (Of course, if one DOES land, you're screwed...)

It may also be, that inspires got a non-stacking nerf. (Perhaps, accidental.)

At any rate, this is wierd.

Jade_Dragon
06-08-2005, 06:59 PM
Never before. It should take a certain number of stacked holds to break through integration. There is no "critical" hold. Ever hear of someone putting a single hold on hami and shutting him down?

Well, a "critical" isn't high enough to have an effect with only ONE hold. Typically, it would be about 30% of the mag total. (For instance, I commonly see mag 3+1 as an example) However, if you have holds stacked on you, a critical could put you over the magnitude when you were expecting it to take two or more.

Tarberetta
06-08-2005, 08:51 PM
Well, there could be a critical hold, but it can only come from scrappers. Scrappers are the only AT that can crit on anything.

inkblaster
06-08-2005, 09:39 PM
Break frees give a small amount of hold resist time after usage. Also, not sure as I'm not 1337 enough to fight carnees, but maybe some of their holds are auto-hit? So Zee the goggles, Zey do nothink, as far as lucks go if that's the case.

My final advice, acrobatics. :P

So you get your acrobatic mojo goin' and the carnies do and you get cross-mojination with the smoke coming out of their jumblies...