Jolting Chain: Chains are Auto-Hit?


Amber_Sherman

 

Posted

So I have been spending some time testing Jolting Chain and am fairly sure the chain aspect of the power is auto-hit. This may allay some people's concerns about the power. Or it may just be that I don't have a good testing regimen.

The test went like this: Since the numbers don't show in the Combat window, to find out how the chain aspect worked I swarmed groups of enemies and repeatedly cast the power. I did this at a variety of levels in a variety of settings, including on teams, while running down the street, against the same mob repeatedly, and finally on a specially created group of mobs in the AE.

If there was a chance to miss, it should have occasionally failed to complete the chain after hitting the first enemy. In all of the casts I did, and the over 250 casts I made in the controlled setting, that never happened. The power always either failed on the first cast, or hit all of the enemies.

The other thing I noticed, in teams, is that when faced with an enemy with high defense the power always hit them. For example, against Banished Pantheon I had a lot of trouble hitting the masks. I started targeting the enemies around them and that resulted in the power arcing to the mask every time I tested.

One other interesting bit is that if there are fewer than 15 enemies in the chain but the chain is long enough (say, 14 enemies) the power can arc back to the original target and hit them again, presumably because the indicator that prevents chaining has faded. Here's a screenshot showing that happening:

(NOTE: I have not had a chance to test Synaptic Overload yet because my character is currently level 24.)


 

Posted

Quote:
Originally Posted by Vanden View Post
Forget that, where are your pants?

All in the name of science.

(But I figure if we can make our women fight crime while dressed like street walkers, a little turnabout is fair play.)


 

Posted

Quote:
Originally Posted by Vanden View Post
So... your pants... were... stolen by prostitutes?

With knockback.


 

Posted

Listen to the wind blow
Watch the sun rise
Run in the shadows
Damn your love
Damn your lies

And if you don't love me now
You will never love me again
I can still hear you saying
You would never break the chain.


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Posted

Great work! Did you notice any alternate chains or "double taps" were the chain hits the same enemy twice but a couple of seconds apart?

I notice a few times a very light colored "white" chain appeared even after a particular enemy was defeated. This would jump to the next enemy if it was close enough.


 

Posted

Quote:
Originally Posted by saltyhero13 View Post
Great work! Did you notice any alternate chains or "double taps" were the chain hits the same enemy twice but a couple of seconds apart?

I notice a few times a very light colored "white" chain appeared even after a particular enemy was defeated. This would jump to the next enemy if it was close enough.

Yes, if the chain is long enough it does sometimes arc back to someone you hit previously. The screenshot above shows that happening, with the chain jumping from the end back to the first guy.

Interestingly, the further enemies are apart the longer the chain takes to travel. I guess that's because the mechanism delivering the blow is a little invisible pet who runs over, does one attack, and expires while creating a new pet. Or something similar to that.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
So I have been spending some time testing Jolting Chain and am fairly sure the chain aspect of the power is auto-hit.
No. Jolting Chain isn't auto-hit. It's using your Acc to jump to the next person to the limits of it's range. Including jumping back at people who it may have already hit.

However, the first time it misses an Acc check, the chain is done.

So, chuck LOTS of Acc at the power.



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Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Interestingly, the further enemies are apart the longer the chain takes to travel. I guess that's because the mechanism delivering the blow is a little invisible pet who runs over, does one attack, and expires while creating a new pet. Or something similar to that.
That's exactly what's going on.


 

Posted

Quote:
Originally Posted by Hyperstrike View Post
No. Jolting Chain isn't auto-hit. It's using your Acc to jump to the next person to the limits of it's range. Including jumping back at people who it may have already hit.

However, the first time it misses an Acc check, the chain is done.

So, chuck LOTS of Acc at the power.

If that is correct, the power is either bugged or does not use a standard attack mechanic to calculate a hit roll.

Rolls are capped at 95% chance to hit. Against 15 enemies at 95% Accuracy it should make it all the way to the end of the chain .95^15 = 46% of the time. I tested this for twenty minutes against a group. If the power hit the first enemy, it never stopped short of hitting everything in the chain.

It's possible there is an error in my testing, with the power, or some other situation. Can you show me definitively how you concluded the power rolls a hit check every pulse?


 

Posted

P.S. I am running similar tests on Synaptic Overload right now with the exact same results so far. I had heard in Beta that this power branched two targets at a time but if that was true then it doesn't appear to be now. In the AE, at least, the power appears to be using the exact same mechanic as Jolting Chain. One target at a time, if first is hit all others are as long as they are in range. If you line the enemies up in a line you can actually see the power progress one at a time from enemy to enemy.

Of course, the Recharge on Synaptic is long, so I've only cast it about 20 times now. I will post if I get something different. Meanwhile if anyone can convincingly show a chain ending earlier despite enemies being in range please let me know.


 

Posted

Very impressive testing... If what you're seeing is accurate (and as of now I don't see why it isn't), that's a fairly handy thing to know. That means it's only important to hit the first target, and the rest fall like a house of dominoes. Checkmate!

That would also mean the idea that it's a "sub-par" AoE power would be lessened, because it only needs ONE accuracy check to hit up to 15 targets, as compared to every other AoE which requires all accuracy checks to hit to hit all the targets. For being such an "all or nothing" type power, that makes sense.


 

Posted

[EDIT: Added additional screenshots for clarity.]

Did some more testing on it, and got some weird results. This was also some of the most boring testing I've ever done. :P But this may be helpful info.

First test: Versus enemies with ridiculous Defense. To achieve this I created a group whose only powers were Deflection Shield (the enemy version of which is combined with the other shield) and Dispersion Bubble. This gave me an average 8% chance to hit the enemies.

Results: Very strange. Hitting the first enemy (after many, many tries) would indeed bring down most of the group. However it almost seemed like sometimes the first guy I hit wasn't falling. Instead he would play an animation like he was casting Dispersion Bubble, then a bunch of random people would fall. I really don't know what to make of that.

Here's a screenshot of the enemies falling over despite their massive defense (really hard to see what's happening though, and note that the first enemy I fired at was actually the guy on the right, not the character in the suit to the left, who fell despite a few other targets NOT falling. That character had no powers at all, but should have been equally buffed by the shields and dispersion bubbles. When I tried casting directly at him, I had the same chance to hit him as everyone else.):





Second test: In this test all of the "Tanker" enemies were switched to Super Reflexes, and given all powers except the mezz protection toggle. This gave me about a 20% chance to hit them. I kept the character in the suit as the single armorless squishy character, who served as the initial target of the attack.

Result: If the squishy was hit, the full number of targets was hit just like the experiments against armorless enemies. However the pattern was much harder to make out. Look at the screenshot below:



Now what to make of this. It appears its at least possible there is a ToHit check of some kind in here. However it also appears from previous tests that the 95% ToHit cap is either not used or is ignored. It's also possible having all those Force Fields in proximity glitched something, or that I made some other mistake.

Also, FYI, while I did not do as much testing on Synaptic Overload this round, I did note that unlike Mind and Illusion Control based Confuses, it IS affected by Force Fields. What I don't know right now is if this is because of a Postional component, or because it's tagged as Energy (Mind and Illusion are both tagged Psi, with no positional flag at all).

Thanks again for the feedback. If I find anything new I'll be sure to post.


 

Posted

Nice testing, Tex! Now a key question . . . I haven't tested it yet, but I saw some comments that Procs only hit the first foe in the chain. Is this true? Are there any procs that can make it through to the pseudopet and hit the rest of the chain?


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Posted

Pay dirt! I changed the enemies so their only power was a Confuse. This caused the rather hilarious effect that after hitting the first enemy, the group Confused me and the power rebounded and hit me. That's how I was able to retrieve this:

First try:
You are confused!
Chain Jolt Jump 3 HITS you! Charge power had a 80.00% chance to hit and rolled a 29.96.
You are zapped with a charge of electricity for 16.24 points of energy damage.

Second try:
You are confused!
Chain Jolt Jump 2 HITS you! Charge power had a 95.00% chance to hit and rolled a 54.40.
You are zapped with a charge of electricity for 16.24 points of energy damage.

Third try:
You are confused!
Chain Jolt Jump 2 HITS you! Charge power had a 95.00% chance to hit and rolled a 20.61.
You are zapped with a charge of electricity for 16.24 points of energy damage.

So indeed, it is NOT auto-hit, at least when used against players. It just has a very good chance to hit. It also must ignore the normal 95% cap against enemies in at least some situations. Or the AE ignores that cap. Or using enemies with no attacks skews the results. I don't know. My head hurts. This should be easier.

Meanwhile here's the pic of me getting zapped by my own chain to entertain you while I get some Tylenol:


 

Posted

Just after I posted the last experiment with the Confusion I decided to click a few more times for old times sake. The final time I tried it I got this result:

First National Tank confuses you!
You are confused!
Chain Jolt Jump 2 MISSES! Charge power had a 95.00% chance to hit, but rolled a 95.12.
Conductive Aura is recharged.
Chain Jolt Jump 3 HITS you! Charge power had a 80.00% chance to hit and rolled a 14.24.
You are zapped with a charge of electricity for 16.24 points of energy damage.

Basically the power missed me on the first try, then rolled again and hit. In other words, it missed, but did NOT end.

I think there's a whole lot about this power we have yet to understand.


 

Posted

Jolting Chain spawns two "jolts" on its target that are staggered by two seconds from each other. When the target is hit, 2 seconds later Jolt A is launched at a target. 2 seconds later Jolt B is launched at a target. Both of these will show up in combat spam as "Chain Jolt Jump 1" because those are both hop #1 of the chain.

Each of those will, if they hit a target, spawn two more. So if both Jump1's hit targets, you'll end up with up to 4 Jump2's, and then up to 8 Jump3's. However, there is a limitation on jumps: a jump cannot arc to a target that has been hit by a jump within the last five seconds. Also, jumps are not autohit. If a jump misses its target, it dies.

Because of the 2 second stagger and the fact that many people do not know each arc spawns two "child" arcs, the sequence of events can appear a bit confusing.

To reiterate: arcs have to hit, and they use normal tohit calculations to do so. But there's a lot of them staggered around, which can make it seem like arcs are taking multiple chances to hit a target when in fact its just that there are so many potential jumps to account for. And while jumps cannot arc back immediately to a previously jumped target, that prohibition only lasts 5 seconds, whereas the jumps will arc around for potentially longer than that. It is possible for a target to be hit twice by the jumping arcs, just not twice in five seconds.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Jolting Chain spawns two "jolts" on its target that are staggered by two seconds from each other. When the target is hit, 2 seconds later Jolt A is launched at a target. 2 seconds later Jolt B is launched at a target. Both of these will show up in combat spam as "Chain Jolt Jump 1" because those are both hop #1 of the chain.

Each of those will, if they hit a target, spawn two more. So if both Jump1's hit targets, you'll end up with up to 4 Jump2's, and then up to 8 Jump3's. However, there is a limitation on jumps: a jump cannot arc to a target that has been hit by a jump within the last five seconds. Also, jumps are not autohit. If a jump misses its target, it dies.

Because of the 2 second stagger and the fact that many people do not know each arc spawns two "child" arcs, the sequence of events can appear a bit confusing.

To reiterate: arcs have to hit, and they use normal tohit calculations to do so. But there's a lot of them staggered around, which can make it seem like arcs are taking multiple chances to hit a target when in fact its just that there are so many potential jumps to account for. And while jumps cannot arc back immediately to a previously jumped target, that prohibition only lasts 5 seconds, whereas the jumps will arc around for potentially longer than that. It is possible for a target to be hit twice by the jumping arcs, just not twice in five seconds.

Thanks for sweeping in Arcanna. I'm trying to wrap my head around the math on that and totally failing.

The odds of missing the initial cast (at maxed out chances) are easy. They'd be 5%.

For the first jump are we saying that there are two die rolls, each coming from the initial target, and both have a 95% chance to hit? If so, and each has a 95% chance to continue to the next target, the odds that both hit the next target should be 0.95^2 = ~0.90, which means that 10% of the time one or the other chain would halt and half the targets shouldn't fall. If I understand what you're saying, that is.

Basically even if the power does check ToHit (which I now believe it does), it has way better odds to hit than what a lot of us were throwing around in Beta, which was ~46%.

[EDIT: Terminology.]


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Thanks for sweeping in Arcanna. I'm trying to wrap my head around the math on that and totally failing.

The odds of missing the initial cast (at maxed out chances) are easy. They'd be 5%.

For the first jump are we saying that there are two die rolls, each coming from the initial target, and both have a 95% chance to hit? If so, and each has a 95% chance to continue to the next target, the odds that both hit the next target should be 0.95^2 = ~0.90, which means that 10% of the time one or the other chain would halt and half the targets shouldn't fall. If I understand what you're saying, that is.

Basically even if the power does check ToHit (which I now believe it does), it has way better odds to hit than what a lot of us were throwing around in Beta, which was ~46%.

[EDIT: Terminology.]

If I'm reading Arcanna and you right, and if the spawns are covered by the Streakbreaker then Jolting Chain is going to hit each target once you hit your first target, as long as your hit chance is 90+%.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Thanks for sweeping in Arcanna. I'm trying to wrap my head around the math on that and totally failing.

The odds of missing the initial cast (at maxed out chances) are easy. They'd be 5%.

For the first jump are we saying that there are two die rolls, each coming from the initial target, and both have a 95% chance to hit? If so, and each has a 95% chance to continue to the next target, the odds that both hit the next target should be 0.95^2 = ~0.90, which means that 10% of the time one or the other chain would halt and half the targets shouldn't fall. If I understand what you're saying, that is.

Basically even if the power does check ToHit (which I now believe it does), it has way better odds to hit than what a lot of us were throwing around in Beta, which was ~46%.

[EDIT: Terminology.]
I shoot target 1. I hit target 1. Target 1 now is affected by Jolting Chain. Target 1 will now shoot two jolts, A and B, two seconds apart. These are two completely separate attacks, like shooting power bolt twice. Each one has an independent chance to hit, because they are two separate attacks.

But they cannot both hit the same target. When a target is hit by jolting chain, it is flagged for 5 seconds in a way that makes it impossible for another jolt to target and hit it. It basically becomes "invisible" to jolting chain. So if jolt A fires at a nearby target and hits it, jolt B has to find another target: as far as jolt B is concerned, that target just vanished. Jolt B can hit another target, if there is another target in range. If there isn't, the jolt dies. If it misses, the jolt dies.

Incidentally, the jolting flag works for *all* jolting chains. Meaning: if a target was just hit by one of my arcs, it can't be hit by one of yours for five seconds. It can be, after that five seconds expires.


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Posted

Quote:
Originally Posted by Arcanaville View Post
I shoot target 1. I hit target 1. Target 1 now is affected by Jolting Chain. Target 1 will now shoot two jolts, A and B, two seconds apart. These are two completely separate attacks, like shooting power bolt twice. Each one has an independent chance to hit, because they are two separate attacks.

But they cannot both hit the same target. When a target is hit by jolting chain, it is flagged for 5 seconds in a way that makes it impossible for another jolt to target and hit it. It basically becomes "invisible" to jolting chain. So if jolt A fires at a nearby target and hits it, jolt B has to find another target: as far as jolt B is concerned, that target just vanished. Jolt B can hit another target, if there is another target in range. If there isn't, the jolt dies. If it misses, the jolt dies.

Incidentally, the jolting flag works for *all* jolting chains. Meaning: if a target was just hit by one of my arcs, it can't be hit by one of yours for five seconds. It can be, after that five seconds expires.

Thanks. This is all very helpful. Am I understanding correctly that you're describing a binary tree, like the one below, where the blue marker would be the first target?



If so, then I need to test this power some more. A binary tree which that has two chances to jump to a child node, with a 95% chance per jump, has the following odds (estimated):

- 90% chance that both jumps are successful (.95^2 = .90)
- 9.8% chance that only one jump is successful
- Less than 1% chance that neither jump is successful (.05 ^ 2 = .0025)

According to those rules, when the power does its first jump, there is a roughly 10% chance that only one jump hits. If I understand the model, that means that an additional 6 jumps become impossible, because they are dependent on the previous jump.

The thing is, I've never actually seen that happen. There should be some situations where the power hits a small number of enemies, but I didn't see them. Maybe I didn't cast enough times? Or am I still not understanding what you mean about the power branching?

Also, something else.

If the chain model works by branching as shown on the model above, the 46% number I've been tossing around is actually correct. Your odds to hit 15 enemies in a chain are exactly identical to hitting 15 in a standard AoE, by definition. However, if you fail to hit the full 15, the odds of any particular branch of the power actually firing become increasingly remote. Here's a table breaking down the individual chances to reach each node:



You have an 86% chance for any bolt in Jump 3 to succeed. With those odds you would expect to see one or two enemies missed per cast. I didn't see any.

There IS a possible explanation for this part, and that's the next thing I want to rule out. It's possible that in some cases I was casting on groups with less than 15 enemies. That would indeed result in "all of the enemies" hitting the ground most of the time, because a missed jump would be possibly rerolled. A rerolled miss is basically the same thing as bending the rules on the 95% cap. It's mathematically identical to moving the cap from 95% to 99.9%.. but only really applies to jumps late in the chain.

So we may have a partial solution. However, it still bothers me that of all the casts I did, I never saw only 7 or 8 enemies fall, despite the 10% odds of that happening. Have I misread the model entirely?

Thanks again.


 

Posted

They could fix the problem I have with the power by making the initial attack 2 jolts instead of a single one. If the first jolt hits the initial target would be flagged as invisible to the second jolt.

It would make a huge difference in the power especially in the low levels where this is most of your mitigation, you have few enhancement slots, and the enhancements you can slot are of low value.


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Posted

Arcanaville, I have a question. Does the chain effect work as Tex's diagram suggests, where a missed single jolt stops itself and all children, or does it keep going until it either hits its 15 target cap or until all jolts have missed or died due to lack of eligible targets? His testing suggests the latter case - that if one of the first two branches fails, the targets will in all likelyhood be jolted by branches spawned from the other one. That would make it extremely unlikely for the chain to die out without either hitting its target cap or rendering all targets in range ineligible for jolting.

Tex, if my thesis is correct, the reason you never saw an entire half of the tree fail to jolt is because once you reach the bottom of the left side of the tree, assuming the right side failed, then you still have active jolts on all the targets at the bottom of the left side, and their only valid targets are the unjolted targets who would supposedly have been jolted by the right side. So unless you manage to kill *ALL* the jolts off to missing or traversing far enough away that there are no eligible unjolted targets, the chain won't stop until it reaches its target cap.


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Posted

Quote:
Originally Posted by Jabbrwock View Post
Arcanaville, I have a question. Does the chain effect work as Tex's diagram suggests, where a missed single jolt stops itself and all children, or does it keep going until it either hits its 15 target cap or until all jolts have missed or died due to lack of eligible targets? His testing suggests the latter case - that if one of the first two branches fails, the targets will in all likelyhood be jolted by branches spawned from the other one. That would make it extremely unlikely for the chain to die out without either hitting its target cap or rendering all targets in range ineligible for jolting.

Tex, if my thesis is correct, the reason you never saw an entire half of the tree fail to jolt is because once you reach the bottom of the left side of the tree, assuming the right side failed, then you still have active jolts on all the targets at the bottom of the left side, and their only valid targets are the unjolted targets who would supposedly have been jolted by the right side. So unless you manage to kill *ALL* the jolts off to missing or traversing far enough away that there are no eligible unjolted targets, the chain won't stop until it reaches its target cap.

I thought about that too. It's a possible explanation, and if its the case, definitely means the power would be effectively bypassing the normal 95% die roll in practice if not in actual fact.