Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

[Knight Companion] Sergeant Rusk has a Force ability but primary stat is Aim

STAR WARS: The Old Republic > English > General Discussion > Bug Reports
[Knight Companion] Sergeant Rusk has a Force ability but primary stat is Aim
First BioWare Post First BioWare Post

SpacerSebben's Avatar


SpacerSebben
09.27.2013 , 06:03 AM | #1
Subject:
Sergeant Rusk's ability called Overdrive Beam is categorized as a Force ability and is therefore dependent on Willpower. However, his primary stat is Aim and therefore this ability is rendered inefficient and ineffective.

Repro steps to verify Overdrive Beam ability is listed as a Force power:
1. On a Jedi Knight (either Guardian or Sentinel works), bring out Sergeant Rusk.
2. On the Menu Bar, Select Abilities (P key by default)
3. Click on Companion tab.
4. Here you will see various abilities listed as Ranged or Tech abilities. You will see Overdrive Beam listed as a Force power.

Repro steps to verify Sergeant Rusk's primary stat is Aim:
1. On a Jedi Knight (either Guardian or Sentinel works), bring out Sergeant Rusk.
2. On the Menu Bar, Select Character Sheet (C key by default).
3. On the bottom of the Character Sheet window, select Companion.
4. Hover your mouse over the Aim stat for Sergeant Rusk and you will see that this is his primary stat because it provides bonuses to 6 different abilities including Ranged and Tech.
5. Hover your mouse over the Willpower stat for Sergeant Rusk and you will see that this is -not- his primary stat, but it is what determines the power of Overdrive Beam because it is categorized as a Force power.

Repro steps to verify Sergeant Rusk's Overdrive Beam does not gain bonuses from his Primary Stat, Aim.
1. With Sergeant Rusk as your active companion, start with having him equipped with no gear except a mainhand weapon of any stats.
2. When hovering your mouse over his abilities, note what the tooltip lists as the amount of damage range he will do with Overdrive Beam (categorized as Force) as well as the damage range for Burst (categorized as Ranged) and the damage range for Thermal Bomb (categorized as Tech).
3. Equip him with any piece of moddable gear (armor, implant, earpiece, weapon, is fine) that has Aim as the Primary stat. For simplicity's sake, boots with green quality Reflex Armoring 2 (has Aim) will suffice.
4. You should notice that the damage range of Burst and Thermal Bomb has increased as they are Ranged and Tech. However, there should be no change to Overdrive Beam.
5. Remove the boots and replace them with another pair of boots that has Resolve Armoring 2 (has Willpower).
6. You should notice that Burst and Thermal Bomb are no longer increased and instead, Overdrive Beam is.

Expected Result:
Overdrive Beam should be gaining bonuses from his Primary stat, Aim.

Actual Result:
Overdrive beam is not gaining bonuses from his Primary Stat, Aim.

Proposed Solution:
The solution should be to change Overdrive Beam from Force to Tech and it should then utilize Sergeant Rusk's Primary Stat of Aim.

SpacerSebben's Avatar


SpacerSebben
10.03.2013 , 03:24 AM | #2
Status update on 10/3/2013, 2:24am PDT, issue is still unresolved.

EvgenijM's Avatar


EvgenijM
10.03.2013 , 06:05 AM | #3
Quote: Originally Posted by SpacerSebben View Post
Actual Result:
Overdrive beam is not gaining bonuses from his Primary Stat, Aim.
How did you make sure this is actually the case?

SpacerSebben's Avatar


SpacerSebben
10.03.2013 , 12:15 PM | #4
Quote: Originally Posted by EvgenijM View Post
How did you make sure this is actually the case?
Updated with repro steps on how to verify Overdrive Beam does not benefit from Aim.

Excise's Avatar


Excise
10.03.2013 , 05:12 PM | #5
Good report. My main bud Rusk deserves better.

SpacerSebben's Avatar


SpacerSebben
10.13.2013 , 01:00 AM | #6
Status update on 10/13/2013, 12:00am PDT, issue is still unresolved and not on the Known Issues list.

uaintjak's Avatar


uaintjak
11.09.2013 , 04:36 PM | #7
Confirmed. Please fix this.

SpacerSebben's Avatar


SpacerSebben
11.15.2013 , 01:52 PM | #8
Update: I appreciate the support you fellow responders have given to this! I went to the SF Cantina Tour on 11/13/13 and personally talked to Eric Musco about this problem with Sergeant Rusk. He said this definitely sounds like a bug and would talk to the team about it. Hoping to hear from him or see any changes soon and will continue to stay on top of this.

Corrupted_Soul's Avatar


Corrupted_Soul
11.16.2013 , 04:07 AM | #9
Quote: Originally Posted by SpacerSebben View Post
Update: I appreciate the support you fellow responders have given to this! I went to the SF Cantina Tour on 11/13/13 and personally talked to Eric Musco about this problem with Sergeant Rusk. He said this definitely sounds like a bug and would talk to the team about it. Hoping to hear from him or see any changes soon and will continue to stay on top of this.
Not sure if needed at this point,
but here is what torhead says ( http://www.torhead.com/ability/4uqear9/overdrive-beam ):
Note spelltype FORCE.

Text
1 0 init SetType: BuffType=>Negative
1 0 init SetHidden: IsHidden=>1
1 0 init SetTickRate: Interval=>1000
1 0 init SetPassive: IsPassive=>1
1 1 action PlayAppearance: DependentOnCallingEffect=>1, AppearanceSpec=>epp.companion.unique.jedi_knight.s gt_rusk.overdrive_beam.tick
1 1 action SpellDamage: SpellType=>Force, StandardHealthPercentMin=>0.05, Slot=>None, Coefficient=>0.577, StandardHealthPercentMax=>0.07, DamageType=>Energy
1 2 action PlayAppearance: DependentOnCallingEffect=>1, AppearanceSpec=>epp.trooper.full_auto.exit

SpacerSebben's Avatar


SpacerSebben
12.05.2013 , 12:08 PM | #10
Status update on 12/05/2013, issue is still unresolved and not on the Known Issues list.