VEAT Recovery Bugged
My Huntscrab:
Base: 1.84
Stamina: .86
Rate: 2.61
Expected: 2.7
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
|
For my Widow:
Base: 1.84
Stamina: 0.86
Numina: 0.18
Miracle: 0.26
Large Bonus: 0.04
Expected: 3.18
Actual: 3.10
<QR>
The "Real Numbers" seems to be using the actual Base value to show the effect of the bonuses.
BUT the total recovery is using the standard base of 1.67 to calculate the rate:
Using the examples above.. [ QUOTE ]
Base: 1.84
Stamina: .86
Rate: 2.61
Expected: 2.7
[/ QUOTE ]
Stamina's value of 0.86 divided by the base of 1.84 gives you an estimated 46% enhancement.
If you use 46% enhancement on the standard base of 1.67, you get a bonus of 0.77 instead.
Now, let's recalculate Recovery using the alternate Stamina value:
Base: 1.84
Stamina: 0.77
Rate: 2.61
Expected: 2.61
My numbers are probably off, or I'm looking at it from the wrong perspective (I only came up with this quickly), but I'm pretty sure that's what's happening... or something similar. That's all rounded of course, but it makes the point.
Now, the only question is.. Where is the bug? Is the recovery really broken.. or is the number just displaying incorrectly?
-or-
Is the standard rate of 1.67 the only part that can be enhanced because the rest actually comes from [Conditioning]?.. and if so.. Why isn't that value shown separately in the Combat Attributes?
[ QUOTE ]
Is the standard rate of 1.67 the only part that can be enhanced because the rest actually comes from [Conditioning]?
[/ QUOTE ]If this was the case, that'd be a bug, as VEATs are supposed to actually have an increased base. So if that WAS the case... we'd actually have two bugs on our hands... a display error, and a... whatever that first thing would be classified as
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
|
[ QUOTE ]
Now, the only question is.. Where is the bug? Is the recovery really broken.. or is the number just displaying incorrectly?
-or-
Is the standard rate of 1.67 the only part that can be enhanced because the rest actually comes from [Conditioning]?.. and if so.. Why isn't that value shown separately in the Combat Attributes?
[/ QUOTE ]
Excellent analysis. I suspect the real numbers are accurate and VEAT recovery is somehow faulty, but it's only a suspicion (I found this problem when going over my Bane's recovery with a fine tooth comb trying to fine-tune a Staminaless build that just wasn't working for some reason).
I've bugged it in game and I encourage others to do the same.
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[ QUOTE ]
[ QUOTE ]
Is the standard rate of 1.67 the only part that can be enhanced because the rest actually comes from [Conditioning]?
[/ QUOTE ]If this was the case, that'd be a bug, as VEATs are supposed to actually have an increased base.
[/ QUOTE ]
Every inherent is a power, including Conditioning. So it is separate from the base, and not enhanceable.
[ QUOTE ]
So if that WAS the case... we'd actually have two bugs on our hands... a display error, and a... whatever that first thing would be classified as
[/ QUOTE ]
PM Castle. I don't think there's actually a bug here, just a misunderstanding, but it's best to go to the source for this kind of question.
[ QUOTE ]
Every inherent is a power, including Conditioning. So it is separate from the base, and not enhanceable.
[/ QUOTE ]
But that's not how it works according to the combat attributes window and real numbers on the power in question. (The conditioning power lists no effects, and the increase in regen/recovery is displayed as a higher base.)
So if that's not how it works, either it needs to be changed to work like that or the combat attributes/real numbers need to be changed to reflect how it actually works. Of the two, I would imagine the latter to be easier.
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Interesting. I'll take a look at my SoA when I can get on again,
In 2 more hours.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Is the standard rate of 1.67 the only part that can be enhanced because the rest actually comes from [Conditioning]?
[/ QUOTE ]If this was the case, that'd be a bug, as VEATs are supposed to actually have an increased base.
[/ QUOTE ]
Every inherent is a power, including Conditioning. So it is separate from the base, and not enhanceable.
[/ QUOTE ]
That isn't how it works in many cases. Scrapper Crits, Gauntlet, Containment, Scourge, and Defiance are all coded into the AT's powersets and the "Inherent Power" is just a blank placeholder for the inherent explanation.
Same with Conditioning, except it is an actual base increase in regen and recovery.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Is the standard rate of 1.67 the only part that can be enhanced because the rest actually comes from [Conditioning]?
[/ QUOTE ]If this was the case, that'd be a bug, as VEATs are supposed to actually have an increased base.
[/ QUOTE ]
Every inherent is a power, including Conditioning. So it is separate from the base, and not enhanceable.
[/ QUOTE ]
That isn't how it works in many cases. Scrapper Crits, Gauntlet, Containment, Scourge, and Defiance are all coded into the AT's powersets and the "Inherent Power" is just a blank placeholder for the inherent explanation.
Same with Conditioning, except it is an actual base increase in regen and recovery.
[/ QUOTE ] In this case, I'm assuming the bug is that the powers/bonuses are using a global variable #BASE_RECOVERY 1.67, instead of the VEAT's modified value.. resulting in conflicting information being displayed by the Combat Attributes, which IS using the modified value in it's calculations.
Either way, there is a bug somewhere.
If VEATs had their base recovery in a variable VEATRecovery (Conditioning being an empty place holder for display purposes) and non-VEATs had their base recovery in NormalRecovery, and the real numbers pointed to the VEATRecovery when displaying base recovery for VEATs, but the game engine was actually using NormalRecovery for endurance/recovery calculations, that would explain what's happening.
I disagree this isn't a bug. There's definitely a bug somewhere, and it's VEAT specific, that much we know.
Also, it's been my completely subjective experience that Conditioning doesn't seem to actually do anything. VEATs are no better off than any other Arch for taking/avoiding Stamina (in my subjective opinion).
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[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Is the standard rate of 1.67 the only part that can be enhanced because the rest actually comes from [Conditioning]?
[/ QUOTE ]If this was the case, that'd be a bug, as VEATs are supposed to actually have an increased base.
[/ QUOTE ]
Every inherent is a power, including Conditioning. So it is separate from the base, and not enhanceable.
[/ QUOTE ]The power [Conditioning] quite literally does nothing. You're also wrong about every inherent being a separate power; Gauntlet, Containment, Critical Hit, Scourge, and Assassination is contained wholly within the AT's powers, not the inherent power itself. Fury and Domination are split between the inherent power and the AT's powers, and Defiance is split between the powers and special game mechanics.
http://www.fimfiction.net/story/36641/My-Little-Exalt
VEATs seem to be getting lower than expected Recovery.
Example:
Night Widow
Recovery Rate: 2.61
Base: 1.84
Stamina: .86
Expected Recovery Rate: 2.7 <--missing about .09 Recovery (getting 2.61 instead of 2.7).
All VEATs but no non-VEATs seem to be affected.
The best comics are still 10�!
My City of Heroes Blog Freedom Feature Article: "Going Rageless?"
If you only read one guide this year, make it this one.
Super Reflexes: the Golden Fox of power sets!
WARNING: I bold names.