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Systemic Anomaly

Joined: Aug 16, 2005
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I don't see it ruining combat. It might make some people boring to fight 'cos they'll be in an even stricter pattern than they are already, but it won't make anyone invincible. Accuracy is one thing, but what if the ability with the highest accuracy has pitiful damage? Is it worth using it?



Systemic Anomaly

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So when it says "Interlock Accuracy Bonus" it means in interlock only right? Cause I'm pretty confused if those hacker attacks take that penalty also out of interlock. I think you need to hotfix it so they clarify the accuracy bonus and where is applies better, especially cause there are FF only moves that apparently have an interlock accuracy bonus.

Secondly, if the inherent bonuses are influences, does a negative bonus get made even worse by your influences, or is it lessened by them.



Systemic Anomaly

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I haven't seen the text myself, but I thought the inherent bonuses that are now displayed were points, added (or subtracted) from your basic accuracy points.

So let's say you have 50pts ballistic accuracy from the Handgun style, and another 20pts ballistic accuracy from the Duelist buff. You also have a ballistic accuracy influence from Focus, clothing and whatever of 50%. Your natural ballistic accuracy is (50+20) * 150% = 105pts.

The accuracy bonus from the abilities is added before the influence. So if, in Interlock, an ability has a 'bonus' of -10pts, your ballistic accuracy when using that ability is (50+20-10) * 150% = 90pts.

In other words: yes, a negative bonus gets worse.

Message edited by Procurator on 11/15/2007 08:42:05.



Code Breaker

Joined: Jan 9, 2006
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The Interlock Accuracy Boost listed on abilities is base points added when the abilities is used.

Per the patch note these values also get influenced.




Ascendent Logic

Joined: Mar 16, 2006
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9mmfu wrote:

If nothing is listed the bonus is indeed 0.


I think you should add that still, though. Also, why are there IL bonus acc pts to NON-IL abilities?

Roukan wrote:
Yeah that change definately ruins combat for me. Now everyone will be doing the exact same moves over and over and over and over.

CR1 all over.
Nope, it won't change THAT much (at least with guns and MA), because of a simple reason: People have already used these abilities as they are descripted. Knowing that an ability of another tree has better accuracy than this one doesn't change much, especially with guns and MA. Why? Because the accuracy is still calculated with the assigned stance. Kungfu still has the highest acc base, knowing that it's abilities has the lowest acc doesn't change a thing. If you use a karate ab, you'll still have karate style acc base. Nothing changes at least in these two branches.

Spy, well, spies abilities don't have such a significant bonus, except for some abilities like Punt and Reverse Bulldog, which have +80. Frankensteiner in contrast, has +0. Also, I'll see more people use Canny Strike for it's +100 acc (which easily goes up to 150+ acc bonus with the influence).

As for Hackers, it's shocking to know just HOW much they get debuffed in interlock. It's a shocking debuff up to -57 pts (+80 with influences). Hackers will be much more aware of these in IL from now on.


Message edited by GoDGiVeR on 11/15/2007 09:10:01.



Fansite Operator

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Personal bah to showing inherent accuracies.


Systemic Anomaly

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Showing the rolls right after changing them.... eh.

Message edited by Bayamos on 11/15/2007 10:05:36.



Jacked Out

Joined: May 5, 2006
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hey what gives the exile animations are still somewhat broken when using aikido grab!

oh and Lupine are still using Silver Bullets >_>

Message edited by XRontix on 11/15/2007 12:23:32.


Femme Fatale

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XRontix wrote:
hey what gives the exile animations are still somewhat broken when using aikido grab!

oh and Lupine are still using Silver Bullets >_>

Tisphone (The Kedemoth boss) has been doing the Lupine Pounce on me, even then she just stood up straight as it happened.



Systemic Anomaly

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9mmfu wrote:

The Interlock Accuracy Boost listed on abilities is base points added when the abilities is used.

Per the patch note these values also get influenced.

Does this mean that, for example, the -28 to acc for stun 1.0 will be made worse by your influence %? ie it goes from -28 to -42 if you have +50% influence?



Ascendent Logic

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Arcanoloth wrote:
9mmfu wrote:

The Interlock Accuracy Boost listed on abilities is base points added when the abilities is used.

Per the patch note these values also get influenced.

Does this mean that, for example, the -28 to acc for stun 1.0 will be made worse by your influence %? ie it goes from -28 to -42 if you have +50% influence?

Yup, that means that at worst case, you'll get up to -90+ acc debuff from e.g. Code Infection 4.0. That's just shocking.

The question is, do they get influenced before or after they are applied to the base? Because that makes a large difference.

Message edited by GoDGiVeR on 11/16/2007 01:01:24.



Systemic Anomaly

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Eh? It doesn't make a jot of difference. The base is influenced as well. Either the base and the bonus are influenced then added together, or they're added together then influenced. It doesn't matter.

(x + y) * z = x*z + y*z



Vindicator

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Guess what we are going to get in the next patch...................Rolls!!!!



Systemic Anomaly

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Mhmm....but we have some new bugs sneaking in at the back door. Aynways, updates are always good!

 

 




Systemic Anomaly

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We won't get rolls, because that would break combat. We'd be able to calculate an opponent's defense points, and use that to our advantage. As it stands, showing the accuracy bonuses only helps people who couldn't be bothered to work it out themselves - as task which was certainly possible.

 
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