Things start ramping up to Game Update 1.3 in this week’s DevTracker highlights. Designer Austin Peckenpaugh shows how percentages work in player damage formulas. Senior Community Coordinator David Bass requests feedback on the Bounty Hunter’s buff mechanics. Systems Designer David Hunt talks about the role of crafters for augment slots and quick-fire answers questions on just how augment slots will become available to players in Game Update 1.3. Associate Online Community Manager Joveth Gonzalez says more information is coming on Game Update 1.3 in some upcoming developer blogs. Hit the jump to see all the highlights.
Austin Peckenpaugh helps a player’s confusion about the difference between multiplicative and additive percentages in damage formulas.
Quote from acnoj
So point 3 is why my Unload damage seemed to come out too low, I expected Barrage to incrase damage by 25% but the way it stacks with Riddle means it's really 18.8%.
Quote from Austin PeckenpaughI haven't checked your math, but your logic is correct. In the current game, the way our math works is that multiplicative mods are summed in their entirety and then applied, such that if you received a 33% damage bonus to Unload, and then received a 25% damage bonus to Unload, you'd receive a [1+0.33+0.25=1.58] damage increase to Unload, NOT a [(1+0.33)*1.25=1.66] damage increase to Unload.
David Bass requests feedback on the way Light ‘Em Up and Tracer Lock interact with each other.
Quote from David BassI think there might be some confusion here between two different abilities/skills, so let me attempt to clarify, and if you still believe it's not working this way, I'll have someone from the Combat team take a look.
- The Tracer Missile ability stacks a debuff on your target. Without the skill "Light 'Em Up", it takes 5 shots to build the stack to 5. With the skill, it takes 3 shots (as each shot now grants 2 stacks). I just logged in to check, and it still does work this way.
Can you please look at both your buff and your target's debuff and confirm this is working the way it should be? The debuff should stack twice as fast as the buff, neither of which have been changed. If you guys have more questions, let me know and I'll get someone to take a look.
- The skill "Tracer Lock" grants a buff on yourself, increasing the damage your next Rail Shot will do. This is not affected by "Light 'Em Up," and I don't believe it ever has been.
David Hunt explains how adding augment slots to pre-existing gear will require the indirect role of a crafter.
Quote from Kosef
So...what will be the point of crafters now. Why allow any and everyone to just use an augment table to get augment slot. They could have simply allowed crafters to create an augment kit, that could be traded/sold, that a player could then in turn take to a augment table and use...but no.
David Hunt answers a few questions about how the process of augment slots will be implemented.
1. Are players the only way to obtain these kits?
2. What items will be RE'able to get the materials to make the kits?
3. Where will the schematic for the augment kit be obtained?
Quote from Ancaglon
This will work very nicely if the augment kits are level-tiered.
Quote from SpatterJack
I imagine that the materials needed for building the Enhancement kits will be randomly dropped in small quantities as a by-product of the RE process, in addition to the "standard material refund" from RE'ing.
Quote from Screaming_Ziva
How many items are we going to have to RE to get enough mats for one augment kit? 5? 10? 20?
I expect that many people will not use those 10 crafts on the item they want. Instead, they'll make one copy of the item, then if it does not crit they'll make 10 cheap items that fall into the same range and provide the necessary component.
Joveth Gonzalez reminds players that BioWare still listens to feedback, even when not responding to it, and that new developer blogs will be coming with information on Game Update 1.3.
Quote from Joveth GonzalezHey folks,
I just wanted to clear up some things and let you know that we are listening and that more information regarding Game Update 1.3 will be coming soon. We’re in internal testing on the major features right now, and we’re getting closer every day to deploying Game Update 1.3 to the Public Test Server – but we can’t guarantee there won’t still be hurdles. We’re also working on several new developer blogs about Game Update 1.3 that we know you want to hear more about (including one about character transfer details). We know that you’re looking for specific details, but we want to avoid releasing any information that is incomplete. Rest assured that we are absolutely listening and are working to bring you the information you want.
We appreciate your discussions here on the forums and we’ll try our best to step in wherever we can (and we’re always here reading, gathering your concerns, and passing them on internally), but there will be times when we really can’t say anything. As a result, you’re going to be hearing a lot of “soon” and “we’re working on it” because that’s as specific as we can get right now. When we can get more specific, we will. If we’re quiet, it doesn’t mean we’re not listening and it certainly doesn’t mean we’re not working to bring you more information – our goal is to always bring you accurate information as soon as we can.
Thanks for your patience as our developers continue to work diligently on maintaining the quality of Game Update 1.3 and releasing it to you soon.