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Turret Kit Module doing too little damage (XI VR)

sechserpackungsechserpackung Member Posts: 135 Arc User
edited August 2014 in PC Gameplay Bug Reports
I have not tested this on a live fire excercise so it is either a display mistake or a normal bug.



Issue:
The turret has too little damage output.




Example:

Quantum Mortar on old kit (very rare, mk X):
668.9 damage per hit

New Quantum Mortar Module kit (very rare, mk XI):
694.8 damage per hit

So in short the new modules are always slightly better than the old kits (I compared Chroniton Mine Barrer, Shield Gen, Force Field and a few others and the new module always was better).


The turret is the exception to this:

Old (Very Rare Mk X):
27.5 x4 damage at 32.3 dps

New (Very Rare Mk XI):
22.1 x4 damage at 26 dps




This is a clear and obvious downgrade in comparison to the norm.

As such I decided to report it as a bug.

Comparison of examples was done while they were in the bank account and unequipped.
Post edited by sechserpackung on

Comments

  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited August 2014
    I have documented this bug more extensively here:

    Damage of turret modules still too low
    Quantum Mortar on old kit (very rare, mk XI):
    668.9 damage per hit

    ...

    Old (Very Rare Mk XI):
    27.5 x4 damage at 32.3 dps

    I'm not sure what you mean by this. Which kits were these?
    Waiting for a programmer ...
    qVpg1km.png
  • sechserpackungsechserpackung Member Posts: 135 Arc User
    edited August 2014
    Good that you asked. I rechecked and edited it a little.


    It is Bunker Fabrication (Turret) and Fabrication Specialist (Quantum Mortar). And those kits are only very rare Mk X, not XI as I posted.

    Might also be usefull to fold this thread into yours.
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited August 2014
    Good that you asked. I rechecked and edited it a little.


    It is Bunker Fabrication (Turret) and Fabrication Specialist (Quantum Mortar). And those kits are only very rare Mk X, not XI as I posted.

    Might also be usefull to fold this thread into yours.

    Another thing I forgot to mention: Your skill in "Turrets and Drones" probably affects the numbers shown in the tooltips, despite the line "Values do not reflect skills or other modifiers".
    Waiting for a programmer ...
    qVpg1km.png
  • sechserpackungsechserpackung Member Posts: 135 Arc User
    edited August 2014
    frtoaster wrote: »
    Another thing I forgot to mention: Your skill in "Turrets and Drones" probably affects the numbers shown in the tooltips, despite the line "Values do not reflect skills or other modifiers".

    Nah, that shouldn´t be an issue if I have the modules in the same slot (e.g. both are in the bank and checked from there) Because if you compare the same things they should be effected by the same percentage.
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited August 2014
    Nah, that shouldn´t be an issue if I have the modules in the same slot (e.g. both are in the bank and checked from there) Because if you compare the same things they should be effected by the same percentage.

    What I meant was that different players will have different tooltip numbers because they have allocated their skill points differently. For example, my damage numbers for turrets are lower than yours, probably because I have lower skill in "Turrets and Drones". Providing your skill in "Turrets and Drones" will make it easier for the devs to reproduce the bug.
    Waiting for a programmer ...
    qVpg1km.png
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