Station.com
Sign In Join Free Why Join?
Sony Online Entertainment
Community Store My Account Help
  Search   |   Recent Topics   |   Member Listing   |   Back to home page
Ability Accuracy Bonuses?
Search inside this topic:
The Matrix Online » Archived Forums » External Playtest Discussion Previous Topic  |  Next Topic      Go to Page: 1 , 2  Next
Author Message




Joined: Aug 15, 2005
Messages: 3403
Location: Wichita
Offline

In the live version of the game, its obvious to see that abilities roll higher than your average CT score (sidekick combo)

In QA, is this the same? What are the added accuracy bonuses per move? Are they just the same as the tactic you are currently using?


Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1181
Location: Vector
Offline

Someone correct me if im wrong but I think it does add a percent to accuracy like the speed (i think) attack does.  Not sure what that percent is though.  Apparently there is another bug with specials preventing them from landing right now.

Message Edited by Renesis13B on 02-10-200611:18 PM


Message edited by Renesis13B on 02/10/2006 20:18:27.





Joined: Aug 15, 2005
Messages: 3403
Location: Wichita
Offline

Yeah but the point is what % of accuracy bonuses to the abilities get?


Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1181
Location: Vector
Offline

According to this post there isnt any bonus at all.  I thought I read somewhere there was a bonus..ill see if I can find it.





Joined: Aug 15, 2005
Messages: 3403
Location: Wichita
Offline

Hmm. Thats interesting...so do they roll off ur current style CT (speed,power etc)....in this case you'd want to change to the highest rolling one whenever you used an ability.

Renesis13B wrote:
According to this post there isnt any bonus at all.  I thought I read somewhere there was a bonus..ill see if I can find it.





Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1181
Location: Vector
Offline

Now im really confused.  Check the known bugs list

<Interlock>

  • The proper accuracy bonuses are not being applied when Special Abilities are used in interlock resulting in players missing with Special Abilities far more than intended.








Joined: Aug 15, 2005
Messages: 3403
Location: Wichita
Offline

bump.


Jacked Out

Joined: Aug 15, 2005
Messages: 945
Location: Good Ol' Germany ;)
Offline

Hm, well... I don't think that those Karate moves add any accuracy bonuses at all now. I have the feeling those Karate moves weren't  intended to be boosted at all to begin with...

>revolt_

Message Edited by >revolt_ on 02-14-200611:24 PM


Message edited by >revolt_ on 02/14/2006 23:24:44.


Code Breaker

Joined: Jan 9, 2006
Messages: 1320
Location: The Source Faction: My Own Organization: None
Offline

Hrmm let me clarify as one of my posts was quoted here.

Special abilities like Machinegun Fists do not have an inherant Acc bonus to them. Your Acc bonuses are the same for when you use a normal Tactic attacks (Speed, Power, Grab) and when you use your Special Abilities.

As for the Known Issue quoted, QA found that special abilities were not reliably having your normal bonuses used which resulted in a very high miss rate with special abilties. Your special abilities should have the same hit rate as your normal attacks with all things equal.




Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1181
Location: Vector
Offline

Thanks for clearing that up although I think specials should have an accuracy bonus on top of what your normal attacks give.



Jacked Out

Joined: Aug 16, 2005
Messages: 2974
Offline

I'm just wandering whether accuracy bonuses are worth looking for? since the rolls are so random now and we can't even see our roll scores anymore will I notice any difference if I put on my 1% melee accuracy bonus shirt...probably not.


Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1181
Location: Vector
Offline

I think a 1% bonus wouldnt do anything.  Having a 10% or 15% bonus would definately help with specials.





Joined: Aug 15, 2005
Messages: 3403
Location: Wichita
Offline

Thanks for clarifying!

NoRepro wrote:

Hrmm let me clarify as one of my posts was quoted here.

Special abilities like Machinegun Fists do not have an inherant Acc bonus to them. Your Acc bonuses are the same for when you use a normal Tactic attacks (Speed, Power, Grab) and when you use your Special Abilities.

As for the Known Issue quoted, QA found that special abilities were not reliably having your normal bonuses used which resulted in a very high miss rate with special abilties. Your special abilities should have the same hit rate as your normal attacks with all things equal.






Perceptive Mind

Joined: Aug 15, 2005
Messages: 680
Location: Syntax
Offline



NoRepro wrote:

Hrmm let me clarify as one of my posts was quoted here.

Your special abilities should have the same hit rate as your normal attacks with all things equal.



well i disagree with this function.  i think that the abilities should have a better chance to hit like they already do in live. 

 

this is especially importany in SPY with ALL of the attacks that require you to be sneaking.  because if you are sneaking how can a lvl 16 block a lvl 50 Punt??? (yes this happens, and more than just once)  the enemeys should't be able to block a sneak attack unless they have significant "SNEAK ATTACK DETECTION" to overcome our attack.




Code Breaker

Joined: Jan 9, 2006
Messages: 1320
Location: The Source Faction: My Own Organization: None
Offline

I believe there maybe some miss information going around.

In CR 2.0 a character's base chance to hit is already much higher against an even level opponent than it is in live. However there are some bugs in the current Test world dealing with abilities that prevent this from being apparent. See Known Issues for Update 5 in that regard. And I should say a greater chance to hit doesn't mean a guarantee to hit, just a greater chance.

 

 

Message Edited by NoRepro on 02-15-200602:41 PM

Message Edited by NoRepro on 02-15-200602:41 PM


Message edited by 9mmfu on 02/15/2006 14:41:30.

 
The Matrix Online » Archived Forums » External Playtest Discussion Go to Page: 1 , 2  Next
Go to:   

Version 2.2.7.43