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[IMPORTANT]Active Buffs from biochem +relics work as intented in PVP?


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Posted (edited)

I think all those problems with relics/biochem still remain. Bonuses provided by those are added in a weird way. For example say you use a relic with 380 power and you have a talent that adds 20% dmg bonus to a skill.

 

The way it is (needs testing) : You pop power relic+ power adrenal and you get +600 power. This buff is not added by a flat amount to your final damage output but on the contrary it goes something like this --> (X power + Y power ) * 1.2 and then that's added to your overall , should be X power* 1.2 + Y power.

 

X power is your normal power, Y is the buff one. Numbers are just an example to make you understand my logic.

 

So, in other words any buff you get, is not added in the end of the formula, but at the begining getting passive bonuses from talents.

 

Atm, it's tested that armor adrenal and stat stims work that way. So, if this goes for the relics you realize how broken it is to some abilities that get severely boosted by talents...

 

It's not the classes that need fixing, it's the buffing system, or talent tweaking.

Edited by zaknaphein
Posted

I have Biochem myself and was rather surprised I could stack Adrenals on top of Relics.

 

Needless to say that this led to a pretty ridiculous damage boost.

 

It obviously shouldn't be possible to stack trinkets like that.

Posted (edited)

My point is not about stacking but the buffs initially counted as "basic" and getting boosted by talent passives....

 

 

Ability X’s damage ----> Apower*1.2 Initial affection

 

Ability X’s damage ---> (Apower+Bpower)*1.2 Buffed state

 

Ability X’s damage ---> Apower*1.2 + Bpower (How it should be)

 

 

This goes even higher with critical damage bonuses etc.

Edited by zaknaphein
Posted

Why the bump. Has a BW dev ever posted in this forum? I see lots of moderation but very little in the way of any communication from the devs.

 

I wonder if they really read any of this stuff.

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