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Adeon Hawkwood

 

Posted

I've been playing a shield scrapper, and I monitor my damage bonus to try to get the most out of Against All Odds. I've noticed something odd about it though, and I can't figure out exactly what's going on.

When I'm near enemies and getting a Damage Bonus from Against All Odds, the damage bonus changes. It will stay at a particular value for 3-4 seconds, then jump up to almost double that value for maybe half a second, then go back down to the previous value. I'm not sure why that particular behavior though.

I know toggles work by applying a buff every few seconds with a duration as long as the period between buffs, i.e. a 10-second duration buff every 10 seconds. So at first I thought there might just be some overlap, and I'm basically getting it double stacked for a short amount of time, but the weird part is, the damage buff values aren't actually doubled, they're always just short of being doubled.

Anyone got any explanation?


 

Posted

Quote:
Originally Posted by firespray View Post
I've been playing a shield scrapper, and I monitor my damage bonus to try to get the most out of Against All Odds. I've noticed something odd about it though, and I can't figure out exactly what's going on.

When I'm near enemies and getting a Damage Bonus from Against All Odds, the damage bonus changes. It will stay at a particular value for 3-4 seconds, then jump up to almost double that value for maybe half a second, then go back down to the previous value. I'm not sure why that particular behavior though.

I know toggles work by applying a buff every few seconds with a duration as long as the period between buffs, i.e. a 10-second duration buff every 10 seconds. So at first I thought there might just be some overlap, and I'm basically getting it double stacked for a short amount of time, but the weird part is, the damage buff values aren't actually doubled, they're always just short of being doubled.

Anyone got any explanation?
Assuming it works like Rise to the Challenge's Regen buff, your original assumption would be correct. One of the devs came in and explained that RTTC overlaps a bit, because otherwise, it would completely drop for a fraction of a second. Invincibility in the Invulnerability set works the same way.

As to why the number isn't an exact double, I'd assume it's because each time the power pulses, it counts the nearby enemies, which is not going to be a constant number.


@Roderick

 

Posted

That's it exactly Roderick.


 

Posted

As for why it isn't exactly doubled, it's becuase of the way AAO works. It provides a static 12.5% damage bonus (as long as at least one enemy is in range) and an additional 6.875% per opponent (including the first one).

When the power pulses it doubles up the buffs for a very short period however because the 12.5% damage bonus is tagged as not stacking from the same caster only one of the 12.5% damage bonuses is applied. (if you realyl want to get into the mechanics it actually attemts to apply a 12.5% damage buff for every enemy in range with onyl the first one counting)


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
As for why it isn't exactly doubled, it's becuase of the way AAO works. It provides a static 12.5% damage bonus (as long as at least one enemy is in range) and an additional 6.875% per opponent (including the first one).

When the power pulses it doubles up the buffs for a very short period however because the 12.5% damage bonus is tagged as not stacking from the same caster only one of the 12.5% damage bonuses is applied. (if you realyl want to get into the mechanics it actually attemts to apply a 12.5% damage buff for every enemy in range with onyl the first one counting)
Yeah, was going to explain this but here it is. Toggles and some clicks like this are "frontloaded" with a certain amount so that the first target gives a rather large boost, and each additional unit after that gives a smaller amount.

So the first target will give you somewhere close to 19.38% damage because of the frontloading, while the next one will push it up to around 26.25%, which isn't anywhere near double. But that also means you get better performance than the number of targets warrants at low numbers of enemies.

When the flicker occurs and you get the overlap, it effectively doubles the number of enemies in range for the buff, which doesn't affect the frontload amount. So it doesn't quite double.


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Originally Posted by PRAF68_EU View Post
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Posted

Quote:
Originally Posted by Dispari View Post
Yeah, was going to explain this but here it is. Toggles and some clicks like this are "frontloaded" with a certain amount so that the first target gives a rather large boost, and each additional unit after that gives a smaller amount.

So the first target will give you somewhere close to 19.38% damage because of the frontloading, while the next one will push it up to around 26.25%, which isn't anywhere near double. But that also means you get better performance than the number of targets warrants at low numbers of enemies.

When the flicker occurs and you get the overlap, it effectively doubles the number of enemies in range for the buff, which doesn't affect the frontload amount. So it doesn't quite double.
Okay, so every time it activates, it must check to see if there's already a copy of it active, and if so just add the number of targets to the total, rather than casting a whole second use of the power. Interesting.


 

Posted

Quote:
Originally Posted by firespray View Post
Okay, so every time it activates, it must check to see if there's already a copy of it active, and if so just add the number of targets to the total, rather than casting a whole second use of the power. Interesting.
Actually it's a second copy.

There are three flags that can be set as to stacking.

First is Stacks with Everything - this includes same caster and is how most powers work.

Second is Stacks EXCEPT with same caster - Force Field, Sonic bubbles, Ice and Thermal armors are this way.

Third is doesn't stack period. Not used much.

Buffing toggle auras like Against All Odds which have a frontloading work as follows :

Each "tick" they cast TWO buffs on the caster. One stacks (the minor, per target portion based of nearby enemies) and one doesn't (still based off per target, thus "as long as there is one in range" but it doesn't stack so it's your "base of X +Y per nearby enemy as long as there are enemies within range" - basically methods one and two together.

And to cover issues like lag/timing issues, each "buff" is slightly longer than the tick so you get the brief overlap.


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