Bugged Parts Round-Up

After having a little time to play Servo these past few days (finally :grin: ) , I've started to accrue a decent amount of equipment for my Servos and can really start to mix and match them now. This brings with it the bugs of an alpha, so I figured I'd put the gear-related ones that I've found down here. If anyone else has any that I haven't found or noticed, feel free to add to my list.

Slowdowninator - Claims to modify a weapon's inherent speed modification by granting .1 chance, *0.8 amount, and +1 duration according to the tool tip. When added to a weapon though, regardless of whether that weapon has a a stat to modify or not, it adds a new passive effect to the weapons of a 10% chance to slow by 20% for 1 second.

Grenade Launchers - I have found two GLs so far, and they both deal triple their listed damage. Instead of doing the 150 damage listed, they deal 450 damage base. When I add a +125 grenade damage per rank head, they do 825 damage at T2. This has allowed me to do a Tech rush and instantly be capable of one-shotting a champion-class servo if it has no HP bonuses or shield.

This one is a maybe because I've only just found this part so I haven't been able to mess with it but the "Dual Wield Fatality" ability - I'm dual wielding swords and it has never given me the option to activate it. Maybe I'm just dumb, but it just isn't working for me.

So that's the three that I've found though I've seen mention of all sorts of parts on the forums that I haven't found yet so I'm sure there are more kicking around.

9,651 views 17 replies
Reply #1 Top

Not a part, but Hauk's Pet ability doesn't have the 30 second cooldown it lists. It can be cast over and over (which is pretty handy!)

Grenade Launchers - I have found two GLs so far, and they both deal triple their listed damage. Instead of doing the 150 damage listed, they deal 450 damage base. When I add a +125 grenade damage per rank head, they do 825 damage at T2. This has allowed me to do a Tech rush and instantly be capable of one-shotting a champion-class servo if it has no HP bonuses or shield.

Aww I didn't even notice, I just thought it was awesome!

Also I finally got a CPU - +0.05 Fire Resist. Not a bug but it sounds really worthless like that, +5% would be a lot better :P

Reply #2 Top

Quoting SneakyMax, reply 1
Also I finally got a CPU - +0.05 Fire Resist. Not a bug but it sounds really worthless like that, +5% would be a lot better :P

I'm pretty sure 0.05 == 5%.  0.05 is 5% of 1.  Probably a little implantation detail leaking through, but the game really should use one representation consistently.

 

And yeah, the grenade launcher seemed OP, but I didn't think to turn on the damage numbers to check it - I assumed the descriptions were driven by actual game stats.

Reply #3 Top

Quoting SneakyMax, reply 1

Not a part, but Hauk's Pet ability doesn't have the 30 second cooldown it lists. It can be cast over and over (which is pretty handy!)

That actually reminds me that Reece's power doesn't have a cooldown either, which has allowed for some hilarity when he goes on a rampage through the enemy base strip mining all of their bloom.

Quoting wondible, reply 2


Quoting SneakyMax,
Also I finally got a CPU - +0.05 Fire Resist. Not a bug but it sounds really worthless like that, +5% would be a lot better :P

I'm pretty sure 0.05 == 5%.  0.05 is 5% of 1.  Probably a little implantation detail leaking through, but the game really should use one representation consistently.

 
And yeah, the grenade launcher seemed OP, but I didn't think to turn on the damage numbers to check it - I assumed the descriptions were driven by actual game stats.

Yeah the grenade launcher seemed pretty godly, though I didn't realize just how insane it was until I got several instant kills on servos that were undamaged.

Though with my recent acquisition of two grenade launcher ammo boxes, I can run around with two servos dealing ridiculous damage on a 15 second cooldown each.

Reply #4 Top

Quoting wondible, reply 2
I'm pretty sure 0.05 == 5%.  0.05 is 5% of 1.  Probably a little implantation detail leaking through, but the game really should use one representation consistently.

Yeah that's all I meant, that it should say 5% instead of 0.05. (5% is still pretty pathetic though)

Reply #5 Top

the stun grenades don't seem to work when i used them was using them with a backback iteam that 1/2 its cool down dunno if anyone else tried using them

Reply #6 Top

The numbers are driven by game data.

There are some bugs (e.g. stun grenades don't work in your build, Hauk's power doesn't have the cooldown it should, etc.).

Some of the stuff (e.g. the grenade issue) is not so much inaccurate data as it is just incomplete data being shown to you. The damage number on the grenades in your build is, in fact, 150. There are other pieces of data that, when executed, make it go higher. The code to munge all the data into the dynamic strings is just not smart enough to pull those other bits in yet.

We'll get things fixed up over time. Please continue to report stuff that feels "off", though. Very helpful for us.

Reply #7 Top

Oh, and 5% fire resist is pretty good when you factor in how it works...

Currently, resists do a straight negation of chance to proc (with no minimum, unlike armor which does always let 1 point of damage through). So, a 5% fire resist will negate up to 5% chance to proc. It'll reduce a 10% chance to proc down to 5%.

So, it's not so much a percentage really... Still figuring out how to represent that better.

Reply #8 Top

Yeah, the % resists are actually far more useful than the numbers would make you believe.

I put a 10% stun resist cpu on one of my servos and it means that it now doesn't spend the entirety of waves 7/8 of Co-Op stunned by the royal kraxxes.

As for a better word, I consider it a negate effect instead of a resist.

Armor resists damage, these negate the trigger chance but don't resist the effect once it has started.

A Freeze resist sounds like it would make your servo ignore the slowdown of freeze rather than become frozen less often.

As for something that may or may not be a bug, I've been messing with the creep bait grenades.

Normally, if bloom spawn are around a bloomwell and you try to build a mine, they instantly tear it down even if they aren't aggressive towards units passing through.

However, when I tag an enemy bloom mine with creep bait, they simply congregate around the mine instead of killing it.

Reply #9 Top

Okay, yeah +5% is better than I thought it was. I thought it would be:

Opponent has a 10% chance for a proc. When that happens, you get 5% chance to resist it. That's pretty bad.

 

Reply #10 Top

Winter's Grip says it has a post cooldown, but I can rapid-fire switch between targets, keeping them all frozen.

Reply #11 Top

Didn't know grenades were that crazy, got so comfy with 6x hail marys that I never bothered to equip them. Good info on the resist stuff too,

Reply #12 Top

Quoting Skoolbus, reply 8

Yeah, the % resists are actually far more useful than the numbers would make you believe.

I put a 10% stun resist cpu on one of my servos and it means that it now doesn't spend the entirety of waves 7/8 of Co-Op stunned by the royal kraxxes.

As for a better word, I consider it a negate effect instead of a resist.

Yeah, we tried out 'negate'. It's such a strong word, though, that people saw that and stopped looking at the numbers because they thought it would always negate.

In any event, we're still figuring out if we like this model. It's simplistic (and we don't want to be overly complex on this stuff since the game already asks a lot of people on the fly), but maybe it needs to be more complex.


Quoting Skoolbus, reply 8

As for something that may or may not be a bug, I've been messing with the creep bait grenades.

Normally, if bloom spawn are around a bloomwell and you try to build a mine, they instantly tear it down even if they aren't aggressive towards units passing through.

However, when I tag an enemy bloom mine with creep bait, they simply congregate around the mine instead of killing it.

IIRC, creep bait is broken in the build you have. I know we just recently fixed it.

Reply #13 Top

Quoting wondible, reply 10

Winter's Grip says it has a post cooldown, but I can rapid-fire switch between targets, keeping them all frozen.

I believe all of the post-cooldowns were broken in your build. Fixed now;)

Reply #14 Top

Quoting BXP_Godgib, reply 12


Quoting Skoolbus,

Yeah, the % resists are actually far more useful than the numbers would make you believe.

I put a 10% stun resist cpu on one of my servos and it means that it now doesn't spend the entirety of waves 7/8 of Co-Op stunned by the royal kraxxes.

As for a better word, I consider it a negate effect instead of a resist.



Yeah, we tried out 'negate'. It's such a strong word, though, that people saw that and stopped looking at the numbers because they thought it would always negate.

In any event, we're still figuring out if we like this model. It's simplistic (and we don't want to be overly complex on this stuff since the game already asks a lot of people on the fly), but maybe it needs to be more complex.



Quoting Skoolbus,


As for something that may or may not be a bug, I've been messing with the creep bait grenades.

Normally, if bloom spawn are around a bloomwell and you try to build a mine, they instantly tear it down even if they aren't aggressive towards units passing through.

However, when I tag an enemy bloom mine with creep bait, they simply congregate around the mine instead of killing it.



IIRC, creep bait is broken in the build you have. I know we just recently fixed it.

Some RPGs say something like 'lowers the crit chance of attackers' etc for stats like that. If you specify it is a modifier on other people's procs when done to you instead of a chance for yourself to resist a proc it should make sense. I assumed the latter and thought lol 5% chance to resist a 10% proc, *open palm slams in another volley pod instead*

 

While you're explaining stuff, how powerful is a point of elemental/regular armour? I saw some tough servos in play with devs night some good potential there.

Reply #15 Top

Quoting Dracohouston, reply 14

While you're explaining stuff, how powerful is a point of elemental/regular armour? I saw some tough servos in play with devs night some good potential there.

Armor reduces incoming damage by the armor amount, but trample damage will always go through (and most everything has at least one point of trample).

As a result, armor is good at the lower damage, higher freq stuff. But, it's not going to help you against a missile volley.

Reply #16 Top

Quoting BXP_Godgib, reply 15


Quoting Dracohouston,

While you're explaining stuff, how powerful is a point of elemental/regular armour? I saw some tough servos in play with devs night some good potential there.




Armor reduces incoming damage by the armor amount, but trample damage will always go through (and most everything has at least one point of trample).

As a result, armor is good at the lower damage, higher freq stuff. But, it's not going to help you against a missile volley.

Cool, ty. So more a counter to drones and defenses and auto attacks? I'm going to have to try rolling some resist gear or something and make one of my servos a meat shield. I got heaps of armour and 2 shield generators on hand, and a cool shield.

I didn't really connect 'trample' with unmitigated damage to servos, but that's just me. Is the trample damage included in the base damage number displayed or is the total raw damage of something base damage + trample, with only the base damage subject to things like armour?

Reply #17 Top

Quoting Dracohouston, reply 16

I didn't really connect 'trample' with unmitigated damage to servos, but that's just me. Is the trample damage included in the base damage number displayed or is the total raw damage of something base damage + trample, with only the base damage subject to things like armour?

Other games use trample for a similar feature, open to better names, of course.

If we show 30 damage, 10 trample, that means that 10 of the 30 is trample (and will always flow through). So, for any damage to get blocked, there you'd have to have more than 10 armor. But, if you have 30 armor, you'll still take 10.

And, those calcs are likely to change as we iterate;)