Super Booster V - Secondary Mutation Power: Bug Report
Feature Name or Description
Super Booster V - Secondary Mutation (Acute Senses in this instance)
Operating System (Vista, XP, OS X version): Windows 7 Home Premium x64
User Client (Mac/PC/Linux): PC
Emote:
Server: Test
Zone: Peregrine Island (doesn't matter has happened elsewhere on others)
Character name: Harry Callaghan Jr.
Time: 10.10am Local GMT+10
Location: n/a
Archetype: n/a
Critter Type: n/a
Level: 50
Bug Description: All of the previously mentioned bugs plus using hasten speeds up the cycling of the activation animation. This is a most annoying bug for flow of movement.
Link to Forum Discussions:n/a
Operating System (Vista, XP, OS X version): XP
User Client (Mac/PC/Linux): PC
Emote: none
Server: PTS
Zone: Galaxy City
Character name: Spectral Ghost
Time: 4:60pm
Location: N/A
Archetype: Scrapper
Critter Type:
Level: 50
Bug Description: Mutant Powers: All, I'm not getting any of them and my Scrapper is a mutant..
As mentioned before, animations seem to repeat. However, turning on walk stops this, untill you turn walk off, at which time it resumes.
BrandX Future Staff Fighter
The BrandX Collection
Operating System (Vista, XP, OS X version): XP
User Client (Mac/PC/Linux): PC
Server: Trainng Room
Zone: Pocket D
Character name: Chaos Ex Machina
Time: 11:00 AM Pacific
Location:
Archetype: Mastermind
Level: 50
Bug Description: The buff is proportional to AT modifers, according to both power info and the numbers provided by the power in combat attributes. No other temp power or booster power I know of does that, so I'm reporting this, though it might be intentional.
A game is not supposed to be some kind of... place where people enjoy themselves!
is it possible to stack this? I was futzing around and I logged off and I still had the previous activation still applied along with the current application of the power.
http://s305.photobucket.com/albums/n...stumes%202011/
So, I would still say its a bug - all the values that work as divisors should display in the same way AND should display in a way that makes sense to the general user. I mean, I consider myself fairly comfortable with running numbers for this game in my head and it didn't occur to me what was going on with the end reduction number until you pointed it out.
Its not that its an intermediate calculation, its that its a representation of the *final* calculation. And when Real Numbers was being created, it was explicitly *changed* to do it that way to be less ambiguous: its not doing it by accident.
Speed buffs are in a grey area: some people think of them in terms of recharge reduction, some people think of them as activity acceleration. A "50%" speed buff reduces recharge duration by 33%. Or it increases activity by 50%. Neither mental model is clearly overwhelmingly more common. But in the case of things like Mez Resistance, one of those two mental models is overwhelmingly far more common, and its the one that runs *contrary* to expressing those numbers as percentages. So from a user interface design perspective, its better to either show the numbers as calculated percentages, or remove the percent sign altogether and use absolute numbers. Of the two, the former is more understandable to the masses than the latter in my experience because it matches their mental model far more often.
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