Inspirations wear off too soon


Celtic Coders

 

Posted

Has anyone else noticed this? I have a Lvl 31 Kin Melee/Regen Scrapper. When I see a group that I think I could use a little defense in I pop a couple of Lucks. I then fire off my Power Siphon and head in. By the time I take out the first guy, my inspirations are gone. I thought I was suffering some sort of "lost time", as in, I really stink at playing this guy cause it takes so much time to defeat him. Then I started paying attention. I get about six shots in on my target as Power Siphon gets good and saturated and WAMMO, the inspirations just go away. I tried without Power Siphon and the inspirationns do their little blink thing and wear off as they should. Perhaps this is a bug connected to the stack of Power Siphon? I already filed a bug report, but I was wondering if anyone else has seen this. I will double post in the Scrappers section, as to find a cross section of people that can potentially find this problem.


 

Posted

Sounds to me like an error in your perception. Careful time testing would be required to make sure either way... but I can't imagine they are ACTUALLY wearing off too soon.



 

Posted

Im not losing time. I spent the duration of "Rescue the Kellermans" mission hitting inspirations and Power Siphon. The inspirations' buffs just stop after an average of 6 attacks, as opposed to times when I don't run Power Siphon, which actually blink before the end of their duration.

Im not popping inspirations, standing around for 45 seconds, using PS and running in. I'm stealth'd, I get right on top of my first target, insps, PS, sometimes hasten, then attack.


 

Posted

Yep several people have noticed this. It is very obvious on the EoEs during a Hami raid since you watch those like a hawk. If you have a repeatable case, then hopefully the devs can find the cause.


global handle: @Celtic Coders 1, @Celtic Coders 2

 

Posted

Quote:
Originally Posted by SterlingSteel View Post
Im not losing time. I spent the duration of "Rescue the Kellermans" mission hitting inspirations and Power Siphon. The inspirations' buffs just stop after an average of 6 attacks, as opposed to times when I don't run Power Siphon, which actually blink before the end of their duration.

Im not popping inspirations, standing around for 45 seconds, using PS and running in. I'm stealth'd, I get right on top of my first target, insps, PS, sometimes hasten, then attack.
Edit:
Ok. Yeah. Power siphon's shortening the duration of any inspiration used after it when used in combat.
Tested:
- Corruptor. (Control character.) Popped insp, stood around. No change. 60 sec duration.
- KM/SR Brute in various situations -
- Popped insp, stood around, no change.
- Popped insp, popped power siphon (no enemies,) no change.
- Popped insp, popped power siphon, popped insp (no enemies) - no change. (Note this is using power siphon like build up as opposed to Kin-like in combat.)
- Found enemies. Popped power siphon, popped insp - noticably shorter (15 seconds while in combat.)
- Found enemies. Popped luck, sturdy, power siphon, luck. The last luck was noticably shorter, the first two stayed for full duration.


... of course, I try to FRAPS it twice and it doesn't happen :P Third time's the charm, and it's not just lucks. Will try to get this uploaded.

Edit:

Here we go. Probably best to (a) go full screen and (b) start watching the insps as I take them in the second fight, at about 0:42. One disappears at around 1:00. Luck, Insight, find target, power siphon (perhaps 7 sec,) luck, start fighting - 1:00, one luck disappears, one luck and the insight stay there for the rest of the fight.


 

Posted

I have the same issue when I pop luck on my SS/Fire brute, they just disappear (both the defense buff itself and icons in the power tray) before the end of my attack chain (and it's like : Mu hold - Foot Stomp - Burn ... rinse, repeat).


 

Posted

When do you take them, just to see if - well, someone else, don't think I have an SS/Fire brute handy - can try to recreate it? (Not seeing anything like it on a fire/ss tank, so this might be brute specific.)


 

Posted

I was definitely noticing this on my KM scrap (wife was too). I'm obsessive about my inspirations, so when the duration is cut short, it's fairly obvious to me (although I was wondering if it was just my imagination). Thanks for testing, Bill.

edit: haven't noticed this on any other char (I play a SS/Fire quite often too).


Open the pod bay doors, Hal.

 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
When do you take them, just to see if - well, someone else, don't think I have an SS/Fire brute handy - can try to recreate it?
Usually it goes like this :

- Entering mission
- Tough, Fire Aura, Fire and Plasma shields activation
- Rage activation
- (Frenzy, whenever it's up)
- Popping luck
- Jump in the mob pack

Once in the middle of it : Electrick shackles, Foot stomp, and by the end of the third attack,I notice that ennemies hit me more than they should, lucks are gone, and I use Healing Flames.

It's not happening all the time however.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Edit:
Ok. Yeah. Power siphon's shortening the duration of any inspiration used after it when used in combat.
Tested:
- Corruptor. (Control character.) Popped insp, stood around. No change. 60 sec duration.
- KM/SR Brute in various situations -
- Popped insp, stood around, no change.
- Popped insp, popped power siphon (no enemies,) no change.
- Popped insp, popped power siphon, popped insp (no enemies) - no change. (Note this is using power siphon like build up as opposed to Kin-like in combat.)
- Found enemies. Popped power siphon, popped insp - noticably shorter (15 seconds while in combat.)
- Found enemies. Popped luck, sturdy, power siphon, luck. The last luck was noticably shorter, the first two stayed for full duration.


... of course, I try to FRAPS it twice and it doesn't happen :P Third time's the charm, and it's not just lucks. Will try to get this uploaded.

Edit:

Here we go. Probably best to (a) go full screen and (b) start watching the insps as I take them in the second fight, at about 0:42. One disappears at around 1:00. Luck, Insight, find target, power siphon (perhaps 7 sec,) luck, start fighting - 1:00, one luck disappears, one luck and the insight stay there for the rest of the fight.

YES, I AM NOT INSANE!!!!!!!!!!!!!!!!!!!!!

Of course, this sucks, as I have become rather fond of the character. I have found that I have to plan prior to entering combat what I need to do and when. I had a group with a Crey Tank (conned red), a Crey Protector (conned purple) and a couple of Crey buff docs. If I want to do as much damage as possible, I cant use the purples until PS drops. It was a hell of a fight, but I ended up hitting Lvl 32 after I finished the tank and only had the Protector left at 1/4 life.

With the Tier 3s from the Lvl up, I ran into the next room and jumped right in, fired off Power Siphon. The Tier 3s lasted their normal duration.


 

Posted

Quote:
Originally Posted by SterlingSteel View Post
YES, I AM NOT INSANE!!!!!!!!!!!!!!!!!!!!!
I wouldn't go that far. :P

Quote:
Of course, this sucks, as I have become rather fond of the character. I have found that I have to plan prior to entering combat what I need to do and when. I had a group with a Crey Tank (conned red), a Crey Protector (conned purple) and a couple of Crey buff docs. If I want to do as much damage as possible, I cant use the purples until PS drops. It was a hell of a fight, but I ended up hitting Lvl 32 after I finished the tank and only had the Protector left at 1/4 life.

With the Tier 3s from the Lvl up, I ran into the next room and jumped right in, fired off Power Siphon. The Tier 3s lasted their normal duration.
Eh... not really. Pop the purples, THEN pop PS, and you should be fine. If you hit PS-Purple, the purple will last 15 sec. (And it seems there's a window of shortening, too... possibly that same 15 seconds.)

It doesn't surprise me that the T3s lasted, as they were in effect prior to that PS.