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Posts posted by CameronWinston
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And entrench's knockback protection only really works in pvp. Probably 80% of the strong, elite, champion, and boss mobs you fight in PvE will knock you right out of cover even with entrench active.
When this happens to you, it is a bug - please report it as such and we will work to get them all taken care of. The name of the mob in question, and your quest (if any) are useful in tracking these down. Bonus if you can tell us the name of the ability that knocked you out.
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Damage from Death From Above should not be any different in this patch. All that was adjusted was the radius of the effect. Damage is applied faster now (every .5 second instead of every second) but the overall damage is the same.
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Hey there,
I'd like to say officially that Shock/Project do in fact deal 25% more damage if you are a Shadow or an Assassin. The tooltip, however, only displays the lower value which is an issue we are working on addressing but cannot at this time.
If you strongly feel that same level/gear's classes are not dealing this extra damage, please bug this in game with the new combat logs and we can investigate further. However, all the internal testing we have done on this issue confirms solidly that the extra damage is being applied.
- Cameron
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The new Recruit gear introduced in Game Update 1.2 will not replace existing Champion gear on players that already have it. Existing Champion gear remains superior to Recruit gear but can no longer be acquired.
We have also made modifications to the stat composition of Rakata gear which will result in an update of Rakata enhancements on select gear pieces. If those enhancements have been switched out for others, no changes will be made to the item in question.
- Cameron
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The extra 'large' heal at the beginning of Salvation was always unintended, and was removed as part of this fix. The 'double' tick at the beginning was corrected but still appears visually. This issue will be further corrected in an upcoming patch which should make the ticks read much more clearly and be more evenly spaced out.
The design intent of this ability is 11 ticks of healing over a 10 second period to all applicable taregts within the area (Which is also how Revivification works). Hope this helps clarify!
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Hello everyone -
Thanks to you, we have identified the issue causing this problem and are currently working on a fix. We'll roll out the fix in a future content patch - watch the Public Test Server for an update.
Thanks for your feedback!
- Cameron
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Hey guys -
Thanks for this feedback. We will investigate this issue.
-Cameron
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I was curious about this so I refunded my skill points and skilled up to before picking up Bleedout (whatever the sent name is). It isn't adding +30% to crit bleed/burn damage. It is just adding a flat +30% to bleed/burn damage.
This is exactly what is going on. In an upcoming patch, this will correctly add to crit damage of bleed/burn effects instead of base damage. To compensate, Plamsa Blades / Hemorrhage will contribute more base damage to bleed/burn effects. This will result in a slight overall increase in damage output.
As always, thank you for your feedback!
-Cameron
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Hello everyone!
We have identified some key areas in which the single player experience of the final Jedi Knight quest was balanced to be far too difficult for a solo player to complete. To that end, we are addressing the problems in an upcoming patch. As soon as the fixes are ready to test, you will see them appear in the PTS patch notes.
As always, thank you for your feedback, and your patience!
Cameron Winston
Combat Design
Rapter's Guide to Fighting Dirty Like a Boss
in Gunslinger / Sniper
Posted
This is all correct. To clarify, Hemorrhaging Blast's 10 charges increase the damage dealt from all your bleed effects (which includes Shrap Bomb, Headshot, and the internal damage dealt by Wounding Shots as well). This is not a bug.
Wounding Shot's damage is likewise increased by Cold Blooded when the target is at low life. Hope this helps!