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Loadout Swapping broken between same class


_backcab_

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I am playing the Sith Warrior story using the Jedi Sage and Jedi Guardian combat styles.

 

I have 2 loadouts for the Telekinetic Jedi sage with the following setups

 

Loadout 1 - Sage Single Target - Item Rating 38 (my actual item rating is 318 so this is also broken)

27 - power of the force

35 - cloud mind

43 - incoming turbulence

47 - defensive blast

60 - telekinetic defense

68 - valorous spirit

73 - phase walk

78 - mind ward

Quickbars: (q1s1 = quickbar 1, slot 1. q3s5 = quickbar 3, slot 5. etc)

q1s1 - mental alacrity

q1s2 - telekinetic burst

q1s3 - project

q1s4 - telekinetic throw

q1s5 - turbulence

q1s6 - restoration

s1s9 - benevolence

q1s12 - force of will

q2s1 - weaken mind

q2s2 - power of the force

q2s4 - telekinetic gust

q2s5 - mind crush

q2s6 - force potency

q2s9 - force stun

q2s11 - meditation

q2s12 - mind snap

q3s1 - rejuvenate

q3s2 - cloud mind

q3s3 - force mend

q3s4 - imbued force armor

q3s5 - force wave

q3s6 - force barrier

q3s7 - phase walk

q3s8 - rescue

q3s9 - force quake

q3s10 - force speed

q5s1 - vindicate

used slots: q1s1,2,3,4,5,6,9,12, q2s1,2,3,4,5,6,9,11,12, q3s1,2,3,4,5,6,7,8,9,10, q5s1

 

Loadout 2 - Sage Multi Target - Item Rating 38 (also should be 318)

27 - dormant tremors

35 - cloud mind

43 - incoming turbulence

47 - defensive blast

60 - telekenitic defense

68 - valorous spirit

73 - phase walk

78 - mind ward

Quickbars: (q1s1 = quickbar 1, slot 1. q3s5 = quickbar 3, slot 5. etc)

q1s1 - mental alacrity

q1s2 - telekinetic burst

q1s3 - project

q1s4 - telekinetic throw

q1s5 - turbulence

q1s6 - restoration

s1s9 - benevolence

q1s12 - force of will

q2s1 - weaken mind

q2s2 - telekinetic wave

q2s4 - telekinetic gust

q2s5 - mind crush

q2s6 - force potency

q2s9 - force stun

q2s11 - meditation

q2s12 - mind snap

q3s1 - rejuvenate

q3s2 - cloud mind

q3s3 - force mend

q3s4 - imbued force armor

q3s5 - force wave

q3s6 - force barrier

q3s7 - phase walk

q3s8 - rescue

q3s9 - force quake

q3s10 - force speed

q5s1 - vindicate

used slots: q1s1,2,3,4,5,6,9,12, q2s1,2,3,4,5,6,9,11,12, q3s1,2,3,4,5,6,7,8,9,10, q5s1

 

Using either of these 2 loadouts, I can then create a 3rd loadout that is a duplicate. I activate this 3rd loadout and then swap to Jedi Guardian combat style. Abilties are filled in randomly which is fine because i haven't organized them previously. I can then swap between the guardian loadout and either of the sage loadouts without issue.

 

With the guardian loadout activated, if I change the guardian loadout back to the sage combat style, it load abilities in as follows for this 3rd loadout:

q1s1 - Saber Strike

q1s2 - project

q1s3 - force potency

q1s4 - weaken mind

q1s5 - force speed

q1s6 - force of will

q1s7 - force mend

q1s8 - benevolence

q1s9 - telekinetic throw

q1s10 - mental alacrity

q1s11 - mind crush

q1s12 - meditation

q2s1 - force quake

q2s2 - vindicate

q2s3 - rescue

q2s4 - rejuvenate

q2s5 - force wave

q2s6 - telekinetic burst

q2s7 - force barrier

q2s8 - imbued force armor

q2s9 - restoration

q2s10 - telekinetic gust

q2s11 - telekinetic wave

q2s12 - turbulence

q3s1 - cloud mind

q3s2 - phase walk

 

The problem now occurs if I swap from this 3rd loadout that went sage -> guardian -> sage and swap to either of my actual sage loadouts described previously. So I swap from loadout 3 back to loadout 1 and what happens?

 

1. Anything that was previously vacant in loadout 1 is still vacant (correct behavior)

2. Anything that was vacant in loadout 3 but populated in loadout 1 is populated with the correct ability (correct behavior)

3. Anything that was populated in BOTH loadout 1 AND loadout 3 is using the ability defined in loadout 3. (Wrong behavior)

- For example: Loadout 3 q1s1 had Saber Strke. Loadout 1 q1s1 had mental alacrity. But when i swap from loadout 3 to loadout 1, Saber Strike is in q1s1 and not mental alacrity. It is expected that the ability assigned to loadout 1 q1s1 will remain the same regardless of other loadouts.

Edited by _backcab_
clarifying problem
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I found a simpler way to break it.

 

Step 1. create 2 loadouts with the same class and spec

Step 2. activate the second loadout

Step 3. rearrange the abilities so they still occupy the same slots but in a different order

Step 4. swap to loadout 1

Step 5. observe loadout 1 has also been modified

 

Its as if the game says "oh you already have a sage ability in this slot, so we are just going to ignore what this loadout file says should be there and leave what the previous loadout had"

Edited by _backcab_
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