JohnJames

[Bug] Lum Damage [Dev confirm]

[Bug] Lum Damage [Dev confirm]

After trying to understand shield mitigation I found a bug.

I was tracking the damage that a lum and assailant damage do to each other per each weapons fire in order to build a model for shield mitigation

Lum does 53.5 damage per 6.5 secs.  First attack of the lum drops assailant shield to 315 (360 - 53.5 * .(1-.15)) which is what is expected. However before the lum fires again I noticed that the shield for assailant goes down to 288 for no apparent reason. Then when the lums fire again (6.5 secs later) the assailant shield drops to the expected amount to 247. I thought it was a fluke but after the third time the lum fires dropping assailant shield to 206 (expected amount again), the shield for assailant drops to 192. Again for no apparent reason. 

At first I was thinking it was due to the side beams firing without showing the graphics, but when I tested it so the side beams will fire at structures on both sides, the same thing happens again.

I then tried a different unit against the lum, but it still happens. (tried against flak and lrms)

Can someone try to test this themselves and confirm this. 

Only happens with lums.

 

To Sum things up

 

Each shot is 6.5 secs intervals (shield goes up a few between shots. Mitigation goes up and down as well)

# of shots           Assailant shield

0                       360

1                       314

(2 secs later)      288

2                       247

3                       206

(2 secs later)      192

 

302,223 views 53 replies
Reply #26 Top

Quoting BlairFraser, reply 15
We've confirmed there is a bug. Thanks for the attention to detail. It will be fixed next update.

 

ETA on next patch?

 

Can this be a hot fix?

 

I've notice another bug where the damage on enemy ships that jump out of a grav well with SB's doesnt happened. Its not every time, but I have two replays at least showing it.

Reply #27 Top

So when will be the next hotfix?

 

hope ist not Soon™

Reply #28 Top

This bug has a large effect on gameplay, can there be a hotfix?  It might not be as dramatic as the Akkan bug, but it is extremely annoying to have a patch that was supposed to balance illuminators and instead boosted them.  Autocast bugs and graphics glitches aren't nearly as central to the game. 

Isn't this exactly the sort of problem that Impulse was presented as being able to solve quickly?  It's not even a bug with an unknown cause?  There were no problems with the 1.18 to 1.181 hotfix, what is going on? 

Reply #29 Top

2 months later? No fix yet?

Reply #30 Top

What did u expect they cant even fix the mini dumps do u really think they are gonna fix the illums then too?

Reply #31 Top

Quoting Blair, reply 76
For what its worth, we've fixed a bug in the damage code that was screwing things like Illums up (anything with beam damage where the damage duration was equal to or greater than the update period of the damage system). This will be included in the upcoming patch for Sins, Entrenchment and will also be included in the Diplomacy base code.

Posted in: https://forums.sinsofasolarempire.com/373346/page/4

Reply #32 Top

Quoting ArchNemesis, reply 30
What did u expect they cant even fix the mini dumps do u really think they are gonna fix the illums then too?

We actually have a fairly large patch for both original Sins and Entrenchment coming soon. Keep in mind the game is almost two years old and most games aren't patched past the first month after release if at all :)

Reply #33 Top

My main concern is if this bug is fixed that the Illum will take a knock out blow of a nerf.

i shutter to imagine what scout spam will do to illums now =D, the age of illums is over and its back to vasari for me =P

Reply #34 Top

i hope anyways...

Reply #35 Top

i shutter to imagine what scout spam will do to illums now =D, the age of illums is over and its back to vasari for me =P

Scouts have changed as well (along which much more).

Reply #36 Top

Scouts have changed as well (along which much more).

 

Giggity.

Reply #37 Top

i shutter to imagine what scout spam will do to illums now

Good riddance.

Scouts have changed as well

Good riddance.

Keep in mind the game is almost two years old and most games aren't patched past the first month after release if at all

Very fair point.  It's why I will keep buying your games despite any bitching I might do, and it's why you will remain my #1 game company.

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Reply #38 Top

Quoting Blair, reply 35

i shutter to imagine what scout spam will do to illums now =D, the age of illums is over and its back to vasari for me =P
Scouts have changed as well (along which much more).

Hehe so u say ill have finaly a concurency in  neut grabbing?

Wont belive untill i see it

 

 

Reply #39 Top

Hehe so u say ill have finaly a concurency in neut grabbing?

Wont belive untill i see it
Wut?

 

:fox:

Reply #40 Top

Scouts have changed as well (along which much more).

 

O Ya   :D

Reply #41 Top

Scouts have changed as well (along which much more).

 

:( Please dont tell my nerf them to non combat status.

Reply #42 Top

We actually have a fairly large patch for both original Sins and Entrenchment coming soon. Keep in mind the game is almost two years old and most games aren't patched past the first month after release if at all
Awesomeness of unparalleled proportions!

Reply #43 Top

Please dont tell my nerf them to non combat status.

I'm hoping as well. While I don't think they should counter LRMs as they do now nor be a spamable fighting force I would like to see them remain useable.

I've used them in a pinch when I've been low on metal and crystal to stall attacks.

Reply #44 Top

Oh stop whining and spamm while u still can :)

Soon all u will see is orculus at your HW }:)

Reply #45 Top

I dont think Ive ever spamed scouts. But Ive used them early game 20-30 till i get LRF in sufficent numbers. But I will still be sad if they are nerfed to non combat usage. AKA used to fly around either dying or blowing up mines.

Reply #46 Top

If the devs have taken anything from the PSCF, its that most of us dont want to see a nerf to scout, but more balance between them.

Reply #47 Top

 

I wonder what other changes they're making.  He said it was a "fairly large patch".  Please share, Blair.

Reply #48 Top

If the devs have taken anything from the PSCF, its that most of us dont want to see a nerf to scout, but more balance between them.

Indeed; the general consensus is that we like the scout having a real combat role.  The term he used was "change", which seems to imply their role is slightly different than before.  That doesn't bother me, so long as they retain an interesting combat role.

 

I wonder what other changes they're making.  He said it was a "fairly large patch".  Please share, Blair.

There were several weeks of vague hints last time before we got the patch change list.  I suspect we'll see a repeat of that.

Reply #49 Top

And I hear the Mexican Jumping Bean Planet Tree is getting a MAJOR ovehaul!  But, maybe I just heard that from the voices in my head, and they speak Spanish, so I don't understand them.

Reply #50 Top

If the devs have taken anything from the PSCF, its that most of us dont want to see a nerf to scout, but more balance between them.

You know, I actually changed my mind on the scout issue after months of play.  Originally I liked the scouts because I hated 100% lrm spam, and even worse I hated the prospect of having to fight lrm with lrm.  But what I learned is, scouts kill any incentive to tech up.  That's bad.  It's bad when entire games are played with nothing but scout/disciple spams.  I actually hope less for a rebalance to the scout, and more for a nerf to it.