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Chomp Mutation Fixed.


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#1 BigGrim

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Posted 28 July 2010 - 16:39

Hi there Everyone.

The Chomp Mutation has been repaired. It was showing as a Passive Skill which was breaking the skill. It has now been fixed and will display a "Chomp Mutation has activated" message in the combat log.

~ The Sigmastorm 2 Team


#2 HaruHaru

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Posted 28 July 2010 - 17:32

That's nice never really used it anyways but how about implementing the behemoth kill rewards please?or at least take the link away until we can actually use it. My faction have been getting over 1200 kill on the Rorsarakan (Behemoth) the past few times we went after it in full force and it'd be nice if all those kills would add up to something.---Also first post :D

#3 Maury Bund

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Posted 28 July 2010 - 19:07

How much is this suppose to reduce the hp by, as the amount is not shown in skill description? I went and did a small test. Of the 4 times I got it to "say" it activated, I saw no reduction to the creatures hp. I was looking at their total hp before EVERY hit, as well as I tried to watch the red bar to see if it started lower than the top. I saw NO change. I was hitting creatures far below my level, but they were running around 70 hp and I should have seen at minimum 1 hp removed. Is this skill REALLY working now, or is it just costing skill power to flash a message on the battle screen?

#4 dylune

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Posted 28 July 2010 - 19:37

How much is this suppose to reduce the hp by, as the amount is not shown in skill description?

I also support this question. If the HP reduction takes place before combat, there should be a difference between normal entities and reduced ones, right? Maybe as Maury says, try having the red bar going down before you hit the entity so we can see its effects... And 30 rad? A bit expensive and depending on the total HP reduction it provokes. Just IMO... :roll:

#5 BigGrim

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Posted 29 July 2010 - 08:41

How much is this suppose to reduce the hp by, as the amount is not shown in skill description?

I also support this question. If the HP reduction takes place before combat, there should be a difference between normal entities and reduced ones, right? Maybe as Maury says, try having the red bar going down before you hit the entity so we can see its effects... And 30 rad? A bit expensive and depending on the total HP reduction it provokes. Just IMO... :roll:


There is a percentage lost, it's just not divulged by the description. It is working, Hoofmaster showed me the code and explained how it works. I will pass on the suggestion regarding the beasties health bar to him however.

#6 dylune

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Posted 29 July 2010 - 18:59

There is a percentage lost, it's just not divulged by the description. It is working, Hoofmaster showed me the code and explained how it works. I will pass on the suggestion regarding the beasties health bar to him however.

Thanks BG! Tested the skill today and what MauryBund stated is correct. The skill says it activated, however I don't see the total HP of the entity going down or the red bar starting at a different place. Any of those could help us players evaluate the full benefits of the skill regarding points allocation in the future (showing a lower HP total or reducing the bar at the start of combat when skill activates).

#7 Maury Bund

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Posted 31 August 2010 - 02:39

I finally decided to do some hunting around my proper level. I am seeing the skill activate but still have no clue how much it is reducing the hp by, so it is still unknown whether the skill is worth the points in it or invested to get there. I do realize it does work as there have been a few combats where I did less damage than the creatures hp, but it is still a mystery on the mechanics. Any chance we'll see some kind of marker to show what it is REALLY doing?


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