As most of you probably know, being the dedicated form goers that you are, [acc] overflow does not currently work when you use the skill fire at will. From my understanding only your selected primary target will be affected by acc overflow.
So now is my question. Is this working as intended or is this a bug that will eventually be fixed?
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It also doesn't work with Torp Spread and Cannon Scatter Volley.
So basically It won't be getting fixed. Sadness.
"Spray and pray" those beam arrays folks and they are even more accurate when we do it like that.
Same here...and I've seen claims from others as well.
Indeed. It is so underpowered it is barely worth using. /sarcasm
That being said, as far as I know it has always been this way and the devs do not know how to fix it.
As a side note, the only reason I really care about this at all is because, as stated above, [acc] becomes a really useless modifier if overflow doesn't affect AOE. This game is primarily designed for AOE, making [acc] a waste.
I think [snare] still holds that position.
[Snare] holds it until the fix for it goes live. Right now it not only "snares" the target but also the person using it lol
Oh, I forgot about that bug(fix). But afterwards, it's [Thrust], right?
(Plus any PvPRes / PvPDmg thingies which still exist.)
(if it does turn out that way i am sure that the stepsister will still be worth dating. )
NPCs are hard to miss. ACC was however always important in PvP, because people there get all kinds of bonus defense. Heck, the fact that they don't fly at 1/4 impulse all the time alone makes a huge difference.
Anything that is broken should get fixed.
And honestly, nerfing stuff isn't and never will be the way to go for balance pass. Buffing alternatives is the only viable way really if you don't want to get into a huge flame fight with half of your customers.
Join the Deltas today!
From what I can tell, BFAW normally performs the following subroutintes:
1) check which beam weapons have an available target based on their firing arcs and a target position
2) randomly select 1 target for each weapon
2) calculate hit probability for each selected target that a weapon can fire upon
3) check if each target is successfully hit via RNG check
4) calculate and apply damage to targets successfully hit
Step#3 is where the breakdown is happening in the present code. This suggests that subsequent targets after the primary target are not being processed in the same manner as the primary target. If this is the case, then the BFAW code probably needs a bit of clean-up work. If the source codes are no longer available to edit, then Cryptic may be better off dumping the present BFAW subroutines and starting over. Yes, this can be quite messy, but if it has to be fixed, you have to start somewhere...