Nibbon Posted August 1, 2013 Share Posted August 1, 2013 (edited) I have filed in-game a couple months ago (I believe I reported this problem on PTS too). Figured I would post this here now. currently the alacrity skill (Force Gift for sages and forceweaver for sorc) in the heal (seer and corruption) tree does not increase force regen, it only lowers cast time - obviously this hurts our force overall quite a bit in all specs (particularly heal and balance/madness) http://i.imgur.com/ObIK99p.png - note the 1.15% alacrity and 0 points in force gift http://i.imgur.com/tDP8cfU.png - not ethe 3.15% alacrity and 2 points in force gift extra 2% on alacrity (causing faster casting) but not boosting force regen I remember there were similar problems when 2.0 was coming out regarding other things that sped up casting without similarly increasing force regen - this seems to be one of those problems that was left unidentified/ignored. I estimate that this is making balance sages run out of force approximately 60 seconds sooner than they should (run out of force around 400 second mark (makes an additional 80 force) - and would benefit sage healers a tad as well. Given that this is potentially a bug, I figured I would post it here rather than wasting a sage/sorc class rep question on it. Thanks! Edited August 1, 2013 by Nibbon Link to comment Share on other sites More sharing options...
dscount Posted August 1, 2013 Share Posted August 1, 2013 (edited) Confirmed. Checked my SORC HEALERS (Sithmart & Dscount) and I'm seeing the same thing. http://imgur.com/q10fRue I've circled areas of concern in RED. NOTE: Here is a SCREEN Shot of an OP HEALER & MERC HEALER in which the Skill's are included in the Regen Rate that is missing from Sage/Sorc. http://imgur.com/8dz265O "Polarity Shift" has the REGEN RATE goes up by 1.6/sec with 20% Alacrity buff for 10 secs. You don't see the Skill/Buff 2.0% added to the REGEN RATE, but it does should up in the Alacrity Table. (Appears to be a BLANK on the REGEN RATE). Edited August 1, 2013 by dscount Link to comment Share on other sites More sharing options...
DogEyedBoy Posted August 2, 2013 Share Posted August 2, 2013 Pretty bad bug. I have a full Madness Sorcerer I'm asked to use from time to time and fights like Writhing Horror are very tight. Interesting to know this is a major contributing factor. Link to comment Share on other sites More sharing options...
DogEyedBoy Posted August 4, 2013 Share Posted August 4, 2013 Bump. Link to comment Share on other sites More sharing options...
Nibbon Posted August 6, 2013 Author Share Posted August 6, 2013 I'm not bumping, I'm gently reminding that this exists. Different, right? Link to comment Share on other sites More sharing options...
dscount Posted August 17, 2013 Share Posted August 17, 2013 If you say you are not bumping I believe you. But I'm concerned that we have not heard from our illustrious BW team or seen this show up on the "Bug List" It's a BIG DEAL to me as I need every ounce of FORCE to heal 16 man NIM content. Kinda sucks nothing is moving along on this one. Pictures say a thousand words, but silence is golden? Link to comment Share on other sites More sharing options...
dscount Posted August 23, 2013 Share Posted August 23, 2013 Well I've linked this in our REP feedback pages as well. I'm hoping we have something coming out soon from our three questions. I'm pretty sure this was an unintended bug, but not seen/heard about any incoming fix to this one. Link to comment Share on other sites More sharing options...
DogEyedBoy Posted August 23, 2013 Share Posted August 23, 2013 (edited) How has this still not been acknowledged? it's not as if it's a bug which takes any effort to recreate, and with one of today's Sorc/Sage questions dealing specifically with force management you'd think this might have got a mention. Edited August 23, 2013 by DogEyedBoy Link to comment Share on other sites More sharing options...
dscount Posted August 30, 2013 Share Posted August 30, 2013 This is still a problem and doesn't appear to be fixed on PTS 2.4 (Yet) Link to comment Share on other sites More sharing options...
Nibbon Posted August 30, 2013 Author Share Posted August 30, 2013 This is still a problem and doesn't appear to be fixed on PTS 2.4 (Yet) keep fighting the good fight, friend Link to comment Share on other sites More sharing options...
dscount Posted August 30, 2013 Share Posted August 30, 2013 (edited) This really would go a long way to helping "FIX" the Sage/Sorc Force Regen issue. The MATH shows without the +2.00% we are missing +0.1676 per SECOND of Force. That's roughly 10 Force every minute, PLUS any polarity shift boost. Still pretty SMALL compared to what we NEED for NiM content, but it does make a difference. Its a START if they can at least FIX this minor BUG that has been going on for a while. Currently we have 7.16% for (+0.6/s) or (+0.08379) per % point We SHOULD be using 9.16% you would get (+0.76759/s) 0.1676 / s MISSING (0.76759 - 0.59993) http://i.imgur.com/RerQeuk.jpg Edited August 30, 2013 by dscount Link to comment Share on other sites More sharing options...
dscount Posted September 24, 2013 Share Posted September 24, 2013 This is STILL broken. Would be nice t o get confirmation that BW actually has this one tracking. Three POSTS that say the same thing: http://www.swtor.com/community/showthread.php?t=667393http://www.swtor.com/community/showthread.php?t=681043http://www.swtor.com/community/showthread.php?t=676319 FOUR in Game BUG reports filed so far: 10207433 on 9/17/1310154981 on 9/12/1310076892 on 8/30/139842247 on 8/05/13 So WHAT does it take to get this added to the know bugs? This to ME seems like a pretty big "BUG" for Sage/Sorc... I mean we need all the Force we can get to "Heal to Full" in this game. Link to comment Share on other sites More sharing options...
Sir-Coffee Posted September 25, 2013 Share Posted September 25, 2013 I will add this thread as an example in my petition. Hopefully we can generate a response and have BioWare fix this problem along with the force leap jump and other bugs. Link to comment Share on other sites More sharing options...
dscount Posted October 8, 2013 Share Posted October 8, 2013 UPDATE... TWO MONTHS.. going on TWO MONTHS of this bug and nobody at BW has said "Boo" about it. Bioware - Can we at least get our Force Regen Bug fixed? I keep putting in TICKETS so I hope someone is reading them and posted several times in forums. Three POSTS that say the same thing: http://www.swtor.com/community/showthread.php?t=667393http://www.swtor.com/community/showthread.php?t=681043http://www.swtor.com/community/showthread.php?t=676319 FIVE in Game BUG reports filed so far (After each Patch even): 10357865 on 10/8/1310207433 on 9/17/1310154981 on 9/12/1310076892 on 8/30/139842247 on 8/05/13 Link to comment Share on other sites More sharing options...
dscount Posted October 15, 2013 Share Posted October 15, 2013 Well 2.4.1 hit the streets today and NOTHING... BUG REPORT (10409882) number SIX has been submitted. Link to comment Share on other sites More sharing options...
KTap Posted October 15, 2013 Share Posted October 15, 2013 I run TK for the most part, so this doesn't affect me as much, but I do occasionally play the other specs and force regen is huge for both of them. I guess I'm just adding my voice to this thread and confirming it is bugged on my character as well. Maybe they are waiting for the so called 'balance patch' to fix this, but they should have at least acknowledged it by now, imo. Link to comment Share on other sites More sharing options...
dscount Posted October 18, 2013 Share Posted October 18, 2013 Well.. 2.5 details got released today. SAD, very SAD BIOWARE can't seem to get balancing right. NOTHING... Nothing about our fix to this NOR any changes to force regen. MADNESS did get a buff, but that's about it. •In addition to previous effects, Devour now makes your damage-over-time effects uncleansable. This affects Creeping Terror, Discharge, Crushing Darkness, and Affliction. Link to comment Share on other sites More sharing options...
Orderken Posted October 24, 2013 Share Posted October 24, 2013 Nibbon and Dscount, though Alacrity from Forceweaver|Force Gift doesn't increase the rate of force regeneration that displays upon mousing over "Force Regen Rate", the quick test described below suggests that this Alacrity does increase our rate of force regeneration when playing. For my control, I had zero Alacrity (0% from gear and 0% from Forceweaver|Force Gift). After spending all of my force, it regenerated by increments of 8, as it should've. Though I saw a handful of increments by 7 or 9, which I can't explain, these did follow each other in quick succession and, therefore, offset each other. For my first test, I had 2% Alacrity (0% from gear and 2% from Forceweaver|Force Gift). After spending all of my force, it regenerated at a rate of approximately 8.16, as it should've. That is, I gained 9 force approximately every fifth increment, and otherwise I gained 8. For my second test, I had about 6.25% Alacrity (about 4.25% from gear and 2% from Forceweaver|Force Gift). If Alacrity from Forceweaver|Force Gift does increase the rate of force regeneration, the increments by which my force regenerates should alternate between 8 and 9, because 8 * 1.0625 = 8.5. If, on the other hand, Alacrity from Forceweaver|Force Gift doesn't increase the rate of force regeneration, the increments by which my force regenerates should cycle through 8, 8, and 9, because 8 * 1.0425 = 8.34. The former occurred. This quick test suggests that the rate displayed in your screenshot is of no consequence. The meaningful question, which I request that you investigate and report on, is whether Alacrity from Forceweaver|Force Gift increases the rate of force regeneration when playing. Link to comment Share on other sites More sharing options...
Nibbon Posted October 24, 2013 Author Share Posted October 24, 2013 Nibbon and Dscount, though Alacrity from Forceweaver|Force Gift doesn't increase the rate of force regeneration that displays upon mousing over "Force Regen Rate", the quick test described below suggests that this Alacrity does increase our rate of force regeneration when playing. For my control, I had zero Alacrity (0% from gear and 0% from Forceweaver|Force Gift). After spending all of my force, it regenerated by increments of 8, as it should've. Though I saw a handful of increments by 7 or 9, which I can't explain, these did follow each other in quick succession and, therefore, offset each other. For my first test, I had 2% Alacrity (0% from gear and 2% from Forceweaver|Force Gift). After spending all of my force, it regenerated at a rate of approximately 8.16, as it should've. That is, I gained 9 force approximately every fifth increment, and otherwise I gained 8. For my second test, I had about 6.25% Alacrity (about 4.25% from gear and 2% from Forceweaver|Force Gift). If Alacrity from Forceweaver|Force Gift does increase the rate of force regeneration, the increments by which my force regenerates should alternate between 8 and 9, because 8 * 1.0625 = 8.5. If, on the other hand, Alacrity from Forceweaver|Force Gift doesn't increase the rate of force regeneration, the increments by which my force regenerates should cycle through 8, 8, and 9, because 8 * 1.0425 = 8.34. The former occurred. This quick test suggests that the rate displayed in your screenshot is of no consequence. The meaningful question, which I request that you investigate and report on, is whether Alacrity from Forceweaver|Force Gift increases the rate of force regeneration when playing. If it is just a textual error rather than an actual systematic error, all the more reason it should be fixed faster. In any case, I don't really play much anymore ;p Link to comment Share on other sites More sharing options...
DogEyedBoy Posted May 15, 2014 Share Posted May 15, 2014 Has this been fixed yet? Link to comment Share on other sites More sharing options...
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