sprayja Posted June 8, 2011 Report Share Posted June 8, 2011 (edited) [quote name='will' timestamp='1304239442' post='40066'] Wall of Text incoming Additive Turbo Warp (Equip) : Currently does NOT stack with "Turbo Warp (Equip)", which it should. Beam Focus (Equip) : Currently does NOT stack with "Enhance Beams (Equip)", which it should. Projectile Force (Equip) : Currently does NOT stack with "Enhance Projectiles (Equip)", which it should. Missile Precision (Equip) : Currently does NOT stack with "Enhance Missiles (Equip)", which it should. Energy Feedback (Equip), Greater Energy Feedback (Equip), Counter-Strike(Equip), Greater Counter-Strike(Equip) : Currently do nothing, should do feedback damage similar to Repulsor field skill, at the listed amount/percentage. Counter-strike for all damage types, energy feedback only for energy damage. Equipment Damage Magnification - Hull (Activated) : Currently does nothing, should reduce a MOB's Hull Damage Control by 40%, and increase damage dealt to the hull of MOBs without HDC by 40%. Equipment Engineering (all) : Currently bugged at stacked values at/over 100%, needs a cap similar to the one added to "Reduced Warp Cost". Experimental Weapon Efficiency 2.3 (Activated) : Currently does nothing, unsure what it should do, buff lists 6% improved efficiency, maybe a stacking, all weapon type, weapon energy conservation buff. Improved Cloaking (Equip) : Stealth Strike time is not increased, cloak activation time not reduced(only applicable at Skill L1-4), unable to test whether it reduces chance to be detected. Looney's Shield Hammer (Activated) : Currently does nothing, should produce a stacking -15 debuff to Energy, Plasma, and Impact. Reduce Experience Debt (Equip) : Currently does nothing, should etc. Scan Blind (Activated) : Currently does nothing, at least noticeable. Should reduce MOB scan range by the listed percentage, and weapon/skill range to the reduced scan range, if they were greater. Their are 2 buffs with this name, this is the version found on the Coma line of devices, the other version found on the Skirmish Alpha is a self-debuff. Shield Drain (Activated) : Currently does nothing, should drain MOB shields by the listed percentage, based on thier shield recharge rate. Example: Tractor repulsor has 5 seconds of -900% Shield Drain, it should drain the MOB's shield at 9 times its recharge rate, for 5 seconds, for a total of 45 times it recharge rate drained. Similar to how the "Shunt Shields (Instant)" buff bases its shield drain, only this is continuous over time, not instant. Superior Weapon Efficiency (Activated) : Currently does nothing, should reduce all weapon energy cost to 0(zero) for listed duration. Transfer Reactor Energy (Instant) : Currently transfers the energy for only an instant, before its lost, needs to be permanent. Warp Charge (all) : Currently bugged at stacked values at/over 100%, needs a cap similar to the one added to "Reduced Warp Cost". The following Buffs are untestable to us players, whether they work at all, or stack properly: All content-related activated items - either the items aren't available or the content isn't available. Anti-Matter charge (equip) - items with buff not available Chaos (equip) - items with buff not available Dampen Chemical and EMP (activated) - items with buff not available Dampen Psionic (activated) - mob psionic resistance indeterminable, if implemented Decrease maneuverability (activated) - mob turn rates broken to begin with Disable (activated) - items with debuff not available Disrupt System Enhancements (activated) - items with debuff not available Equipment Damage Control (all types) - % chance, not testable Equipment Damage Magnification (all types) - % chance, not testable Group Hug (activated) - damage display against the hull is indeterminable Hull Damage Control (equip) - damage display against the hull is indeterminable Improved Befriend (equip) - skill broken to begin with Improved Critical Targeting (equip) - % chance, not testable - has been tampered with, as it used to stack above 100% and be auto-crit, it is no longer, stacking rules were either changed for this single buff or it was turned off Improved Hacking (equip) - % chance, not testable Improved Powerdown (equip) - % chance, not testable Improved Powerdown (equip) - improved skill levels has no noticeable affect to test Improved Repair Equipment (equip) - reduced activation time too small to notice Increase Skill Success (equip) - % chance, not testable Increase Weapon skill (all variations) - increased accuracy not reliably testable Increased Accuracy (equip) - increased accuracy not reliably testable Recalibrate Weapon Systems (activated) - items with buff not available Recalibrate Shielding Systems (activated) - items with buff not available Remove Menace (activated) - content not available to test See Cloaked (all) - content not available to test Weaken Psionic (activated) - mob psionic resistance indeterminable, if implemented Weaken Psionic - BOOST! (activated) - mob psionic resistance indeterminable, if implemented Worsen Weapons Handling ( all variations) - MOB accuracy and damage adjustments indeterminable Turbo Weapons All Turbo weapons buffs currently work and stack using the same rules as all other buffs. They do not stack as they did in live, but current maximum attainable Turbo remains relatively the same, (40+40+20 = 100%) currently, compared to (40+20+15+12+10+7+5 = 99%) in live. Current version gives value to the emu-only Blackbeard Weapons, making them necessary for any turbo values over 60%, while also allowing non-warriors to reach higher turbo values(up to 95%) than in Live. [/quote] Most of the things you said in the top portion of your Post are not in the game yet or shouldent be and currently it's only ONE Activated and ONE Equiped that will stack no matter what the name or what the buff is its only one activated and one equiped period. When they get done with stress test 4 they will have this as close to live as possable but for now they are still tring to work out the bugs of items in the game i personly was not here during Hulk'o'Mania when all sorts of rare or not in the game stuff was dropping but some of the stuff hasen't been implimated yet so thats the reason it dosen't work. Yet. Edited June 8, 2011 by JonesPW Link to comment Share on other sites More sharing options...
sprayja Posted June 8, 2011 Report Share Posted June 8, 2011 noticed that nullifaction feld on the TS when it goes away it completely drains your reactor saw it happen on my dads terran scout KilroyTS went from full one sec to completely had to change reactors out to get the damn thing to recharge the other Link to comment Share on other sites More sharing options...
kjeron Posted June 8, 2011 Report Share Posted June 8, 2011 [quote name='JonesPW' timestamp='1307540789' post='41875'] Most of the things you said in the top portion of your Post are not in the game yet or shouldent be and currently it's only ONE Activated and ONE Equiped that will stack no matter what the name or what the buff is its only one activated and one equiped period. When they get done with stress test 4 they will have this as close to live as possable but for now they are still tring to work out the bugs of items in the game i personly was not here during Hulk'o'Mania when all sorts of rare or not in the game stuff was dropping but some of the stuff hasen't been implimated yet so thats the reason it dosen't work. Yet. [/quote] Aside from Looney's Shield Hammer and Superior Weapon Efficiency, every other buff in the top portion is available from at least 1 currently dropping item. As far as what does and doesnt stack, it is not a simple one activated, one equip, there are exceptions. Link to comment Share on other sites More sharing options...
rolonos[IS] Posted June 8, 2011 Report Share Posted June 8, 2011 [quote name='JonesPW' timestamp='1307541490' post='41876'] noticed that nullifaction feld on the TS when it goes away it completely drains your reactor saw it happen on my dads terran scout KilroyTS went from full one sec to completely had to change reactors out to get the damn thing to recharge the other [/quote] That is correct. When the Scout turn of his NullFActor Field the reactor gets de-installed for 5 - 20 seconds. Rolo Link to comment Share on other sites More sharing options...
Mattsacre Posted June 8, 2011 Report Share Posted June 8, 2011 [quote name='JonesPW' timestamp='1307540789' post='41875'] Most of the things you said in the top portion of your Post are not in the game yet or shouldent be and currently it's only ONE Activated and ONE Equiped that will stack no matter what the name or what the buff is its only one activated and one equiped period. When they get done with stress test 4 they will have this as close to live as possable but for now they are still tring to work out the bugs of items in the game i personly was not here during Hulk'o'Mania when all sorts of rare or not in the game stuff was dropping but some of the stuff hasen't been implimated yet so thats the reason it dosen't work. Yet. [/quote] Actually there are equip and active that DO stack, they are slightly worded differntly but in application achieve the same effect. A for instance: you can get a active buff from a steinguards of +30% to reactor recharge rate, and then a shunt to reactor from a waterloo shield +25%. Now both are active buffs..and they stack..and they apply a + to reactor recharge rate, but they achieve it differently, giving a total ACTIVATED buff of +55%. Another example: solar sail L8 engine has a equip buff= reactor RENEWAL ~ +5, depending on lvl a monocerous or a blood device adds + reactor CHARGE rate BOTH are equip, and add + charge per sec to reactor, and stack, but achieve it differntly. Link to comment Share on other sites More sharing options...
kjeron Posted June 28, 2011 Report Share Posted June 28, 2011 New damage display now shows damage reduction from Hull Damage Control, sort of, enough to see that: Skill HDC is working, and reducing damage by the proper amount. Equip buff HDC is not working, at all. Tested on both a toon with and a toon without the HDC skill. The hull damage display is as confusing as the normal damage display, but its still much better than nothing. Link to comment Share on other sites More sharing options...
Spode Posted July 11, 2011 Report Share Posted July 11, 2011 Per request of Kyp and Riia I am posting this here: Shark Fin L5 device, activated buff called Increase speed (at 200%, +50speed for 1596 secs). Eagle Wing L5 device, Activated buff called Turbo (at 200%, increases speed by 106% for 10 secs). Both are activated speed buffs, but with different names. Activating Eagle Wing Turbo speed removes the activated Increase speed from Shark Fin. If I keep my accelerate button pressed ("w" in my case) my ship will keep on going at the Turbo speed (from Eagle wing) for as long as I keep the button pressed (= I can keep the speed 4ever as long as I don't release the button) Link to comment Share on other sites More sharing options...
Kyp [LDEV] Posted August 13, 2011 Author Report Share Posted August 13, 2011 Ok, I think we've obtained enough data for now. Thanks! Link to comment Share on other sites More sharing options...
Recommended Posts