What does End Mod do to Force of Nature?


 

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Originally Posted by StratoNexus View Post
Since at least 2007, that is very low priority.
Wow! Nice find. 5 year old known issues/patch notes... Awesome. And yeah, I'd say that proves it's pretty low priority.


 

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You guys don't seem to understand; I don't care about the recharge. I don't use it that often anyways. But when I DO use it, I HATE the fact that I lose all my endurance afterward! So, I don't use it. I figured that slotting end mods would take away SOME of the endurance loss. THAT's what I want it to do.

Now, I know somebody's going to say, "you're wrong. That's not what end mod does to that power." To you, I say, "Right now, it does NOTHING! How can you be so sure that that isn't how it was supposed to work?"

In the meanwhile, this becomes a useless power to me, no matter how many recharges and endurance reducers I use.


 

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Originally Posted by ColonelKomphort View Post
"Right now, it does NOTHING! How can you be so sure that that isn't how it was supposed to work?"
I'm about 99% sure an EndMod enhancement can't work that way. Besides, that's not the behavior you see in the maaany other correctly-functioning tier 9s that accept EndMod enhancements and also drain endurance when their duration ends.


Trickshooter's Characters | @Trickshooter @Brightside

 

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Originally Posted by Madadh View Post
Wow! Nice find. 5 year old known issues/patch notes... Awesome. And yeah, I'd say that proves it's pretty low priority.
All versions of Power Surge/Surge of Power are also bugged and the EndMod doesn't affect the +Recovery (though they do increase the End Drain of Power Surge's EM Pulse when it expires).


Trickshooter's Characters | @Trickshooter @Brightside

 

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Originally Posted by ColonelKomphort View Post
You guys don't seem to understand; I don't care about the recharge. I don't use it that often anyways. But when I DO use it, I HATE the fact that I lose all my endurance afterward! So, I don't use it. I figured that slotting end mods would take away SOME of the endurance loss. THAT's what I want it to do.

Now, I know somebody's going to say, "you're wrong. That's not what end mod does to that power." To you, I say, "Right now, it does NOTHING! How can you be so sure that that isn't how it was supposed to work?"

In the meanwhile, this becomes a useless power to me, no matter how many recharges and endurance reducers I use.

Even if it was working, slotting for end mod wouldn't in any way mitigate the end crash at the end. None of the other powers out there with an end crash work that way. IF it worked, you'd recovery more end while the boost was in effect, but at the end you'd still be left with no end and recovering none for a time, just like all the other 'crash' type powers. A lot of people don't like crash type powers therefore, and don't take them. I suspect you may be in that boat. In which case, you'd not want this power even if it were fixed. Many people find 2 minutes of god-mode to be worth a crash, in which case, it's worth it to those people even as it is, since they are taking it more for the giant boost to Resistance than for the boost to recovery. I'm in the middle of the road. I don't live crash type powers, but on some alts, some builds, find them useful.

As for asking how I can be certain.... Well, I can't be 100% certain, since I'm not one of the devs... But, I can be 99% based on the fact that NONE of the other crash powers can be mitigated like that. All of the other crash powers work better or worse, based on slotting for a given amount of time, then the crash hits, and it hits for it's full amount, regardless of how it's slotted. Every full crash power always, regardless of slotting, always fully crashes when it does crash. Every power that's a 1/2 crash, always crashes for 1/2 when it crashes. For the most part, there is nothing that can be done to avoid or mitigate this. The partial exception is that some can be avoided, or partially avoided by reactivating the power again before it expires. The other exception is that if you can gain a HUGE +recovery from some other source prior to a end crash, that will mitigate. But none of the crash powers currently in the game can be mitigate the crash or avoid the crash but slotting somehow, unless you could recharge and reactivating the power prior to the crash. And as far as I know, none of the god-mode powers can get enough recharge to even try this.

So, assume that the crash can't be avoided, ever, even if the power gets bug-fixed tomorrow. If you don't want it with that assumption in mind, you'll want to respec out of this power. However, it's may be 'worthless to you' but it is far from worthless, as is. If you don't want to mess with it, or don't want to learn how to best make use of it, that's certainly your choice, but you should make that choice with the awareness of the fact that it can be of great use, even as is.


 

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Originally Posted by Trickshooter View Post
All versions of Power Surge/Surge of Power are also bugged and the EndMod doesn't affect the +Recovery (though they do increase the End Drain of Power Surge's EM Pulse when it expires).
Good to know. Although, I've never felt the urge to slot any for end mod even when I thought that they worked. In my opinion, the only thing I can ever see me being tempted to slot for end mod for would be the End Drain of Power Surge, and it seems that part does still work. But in truth, when I take a god-mode power (which I don't always want to do) I take it for the duration of massive durability, not for a recovery boost tool. I find that the baseline recovery boost that they give is often plenty of extra End for me. But really, if I'm clicking on a power like this, it's because I'm worried about one of my bars, but it's not the blue one...