TiTaNsFaN Posted February 17, 2012 Share Posted February 17, 2012 Mercenary tracer missile effects seem to benefit other mercenarys in an Ops group thereby magnifying the damage of heetseeker tremendously. This makes a mercenary heavy dps group by far the best dps group for any PvE content since their damage is substantially higher than any other class. Is this intentional or listed as a known bug somewhere? Link to comment Share on other sites More sharing options...
warultima Posted February 17, 2012 Share Posted February 17, 2012 Mercenary tracer missile effects seem to benefit other mercenarys in an Ops group thereby magnifying the damage of heetseeker tremendously. This makes a mercenary heavy dps group by far the best dps group for any PvE content since their damage is substantially higher than any other class. Is this intentional or listed as a known bug somewhere? This is indeed happening. Premades stacking commandos and brain-dead Garv spam will stack multiple times PER commando. I one time had 3 seperate stack of 5x heat signature on me and stuff was killing me real quick even tho we had 3 healers stack healing on me. Link to comment Share on other sites More sharing options...
Flotsam Posted February 17, 2012 Share Posted February 17, 2012 Actually all debuffs stack.... I know as a SW that my Armor debuff stacks with my friend Sniper Armor debuff.... and if a merc rolled with use his armor debuff stacks. So Merc's armor debuff stacks.... big deal. Better then no debuff stacking... and then no point in bringing more then 1 armor debuffer to raids or pvp groups. Link to comment Share on other sites More sharing options...
Flotsam Posted February 17, 2012 Share Posted February 17, 2012 This is indeed happening. Premades stacking commandos and brain-dead Garv spam will stack multiple times PER commando. I one time had 3 seperate stack of 5x heat signature on me and stuff was killing me real quick even tho we had 3 healers stack healing on me. They don't benefit from each heat signature... just the debuff on the armor part. Link to comment Share on other sites More sharing options...
hadoken Posted February 17, 2012 Share Posted February 17, 2012 They don't benefit from each heat signature... just the debuff on the armor part. Wouldn't everyone then? The armor debuff isn't unique to grav round attacks only. Link to comment Share on other sites More sharing options...
Miaxi Posted February 17, 2012 Share Posted February 17, 2012 Mercenary tracer missile effects seem to benefit other mercenarys in an Ops group thereby magnifying the damage of heetseeker tremendously. This makes a mercenary heavy dps group by far the best dps group for any PvE content since their damage is substantially higher than any other class. Is this intentional or listed as a known bug somewhere? /facepalm The armor reduction is universal. All physical and kinetic attacks benefit from it. Link to comment Share on other sites More sharing options...
Faolon Posted February 17, 2012 Share Posted February 17, 2012 /facepalm The armor reduction is universal. All physical and kinetic attacks benefit from it. I think he means that the heat signatures for every single person who puts one on the target, is added to the bonus certain abilities get. For example, instead of heatseeker missiles only receiving a 5% bonus for each of your heat sigs, it receives a 5% bonus for every sig on the target even the ones cast by another player. This does not work with any other ability that reduces armor. Guardian Slash does not increase its damage based on other people's armor debuffs on the target. I cannot use Plasma Brand on a target unless I have sundered them. No amount of sunders from any other person allow me to do so. Link to comment Share on other sites More sharing options...
Miaxi Posted February 17, 2012 Share Posted February 17, 2012 I think he means that the heat signatures for every single person who puts one on the target, is added to the bonus certain abilities get. For example, instead of heatseeker missiles only receiving a 5% bonus for each of your heat sigs, it receives a 5% bonus for every sig on the target even the ones cast by another player. This does not work with any other ability that reduces armor. Guardian Slash does not increase its damage based on other people's armor debuffs on the target. I cannot use Plasma Brand on a target unless I have sundered them. No amount of sunders from any other person allow me to do so. He has nothing to back up such a claim. Without any evidence to anecdotal bugs, I say that it is absolutely normal that further 20% armor reduction make a kinetic ability deal more damage. Link to comment Share on other sites More sharing options...
Prolyfic Posted February 17, 2012 Share Posted February 17, 2012 (edited) I just think there's a problem with a class when every time I target them they are casting the same ability. I kinda feel sorry for them. that said, I've seen mercs absolutely wasting ppl lately when I have a few of them on my team. Edited February 17, 2012 by Prolyfic Link to comment Share on other sites More sharing options...
JLapp Posted February 17, 2012 Share Posted February 17, 2012 That is how I believe it works as well. I've been seeing crits of 6500-7000 fairly consistently on mobs in EV and Karaggas on my demo round with another commando in the group. With a base skill damage 2000-2200 (somewhere around there) I should be capping out around 5500 and that is if there is zero damage reduction from the boss. Only way it really makes sense is if I am getting another 25% from the other commando's grav rounds. Link to comment Share on other sites More sharing options...
TiTaNsFaN Posted February 17, 2012 Author Share Posted February 17, 2012 That is how I believe it works as well. I've been seeing crits of 6500-7000 fairly consistently on mobs in EV and Karaggas on my demo round with another commando in the group. With a base skill damage 2000-2200 (somewhere around there) I should be capping out around 5500 and that is if there is zero damage reduction from the boss. Only way it really makes sense is if I am getting another 25% from the other commando's grav rounds. ^This. Our merc was drooling over his 7k+ crit heatseekers when we paired him up with another merc on our latest KP run. Mercs are definitely benefitting from each other specifically, it is not a universal gain from the armor pen. Link to comment Share on other sites More sharing options...
Corran Posted February 17, 2012 Share Posted February 17, 2012 they are benefitting only on heatseeker missles the armor pen stacking is normal. armor pen from all sources stacks. Link to comment Share on other sites More sharing options...
TiTaNsFaN Posted February 17, 2012 Author Share Posted February 17, 2012 they are benefitting only on heatseeker missles the armor pen stacking is normal. armor pen from all sources stacks. Yup. Heatseekers are critting for wildly huge numbers as a result. Link to comment Share on other sites More sharing options...
Mrip Posted February 17, 2012 Share Posted February 17, 2012 SSSSSSSSHHHhhhh!!!!! Link to comment Share on other sites More sharing options...
Mapex Posted February 17, 2012 Share Posted February 17, 2012 The Heat Signatures also enable Powertechs to use Rail Shot, which is definitely an unintended mechanic. Link to comment Share on other sites More sharing options...
BobaFurz Posted February 18, 2012 Share Posted February 18, 2012 (edited) Does this has any influence in pvp ? Edited February 18, 2012 by BobaFurz Link to comment Share on other sites More sharing options...
hadoken Posted February 18, 2012 Share Posted February 18, 2012 Does this has any influence in pvp ? You'd be quite dead from damage by the time the stacks got high enough to have an effect from multiple mercs/commandos Link to comment Share on other sites More sharing options...
shadowAI Posted February 18, 2012 Share Posted February 18, 2012 (edited) Does this has any influence in pvp ? Assuming 3 mercs attack same target that is guarded and is being healed. Heatseeker can crit for over 8k once the defensive cds/abilities are down (guarding player dead) post 1.1.1 patch http://img580.imageshack.us/img580/764/bighits.jpg Not my screenshot. However this rarely occurs, cause most teams are mainly sorc/sage, even if there are 3 mercs/commandos they dont always focus same player and if 3-4 mercs focus same player he/she usually will die. Edited February 18, 2012 by shadowAI Link to comment Share on other sites More sharing options...
shadowAI Posted February 18, 2012 Share Posted February 18, 2012 (edited) /facepalm The armor reduction is universal. All physical and kinetic attacks benefit from it. Before making snide comments, please understand the way abilities that are being discussed actually function. 1 merc = 5k heatseeker crit 4 merc = 8k+ heatseeker crit. This is related to heatseeker itself receiving a 5% buff to its damage from each heatsignature and is not related to armor itself. 5 mercs. heatsignature gets 125% bonus damage. Edited February 18, 2012 by shadowAI Link to comment Share on other sites More sharing options...
Valketh Posted February 18, 2012 Share Posted February 18, 2012 (edited) Mercenary tracer missile effects seem to benefit other mercenarys in an Ops group thereby magnifying the damage of heetseeker tremendously. This makes a mercenary heavy dps group by far the best dps group for any PvE content since their damage is substantially higher than any other class. Is this intentional or listed as a known bug somewhere? Retracted Edited February 18, 2012 by Valketh Mis interpreted OP's issue. Link to comment Share on other sites More sharing options...
TiTaNsFaN Posted February 18, 2012 Author Share Posted February 18, 2012 Before making snide comments, please understand the way abilities that are being discussed actually function. 1 merc = 5k heatseeker crit 4 merc = 8k+ heatseeker crit. This is related to heatseeker itself receiving a 5% buff to its damage from each heatsignature and is not related to armor itself. 5 mercs. heatsignature gets 125% bonus damage. ^So any word from Bioware on this? Link to comment Share on other sites More sharing options...
Miaxi Posted February 18, 2012 Share Posted February 18, 2012 Before making snide comments, please understand the way abilities that are being discussed actually function. 1 merc = 5k heatseeker crit 4 merc = 8k+ heatseeker crit. This is related to heatseeker itself receiving a 5% buff to its damage from each heatsignature and is not related to armor itself. 5 mercs. heatsignature gets 125% bonus damage. /double-facepalm A 5k crit damage heatseeker missile with 125% bonus damage would be critting for 11.250. If you are getting crits in the range of 8k (if you didn't just pull the numbers out of your hat, that is), you are merely seeing the effects of stacked armor reduction (60% more damage). Before resorting to personal attacks, please deliver some real numbers from a large enough test sample. Anything less is just rumor-mongering. Link to comment Share on other sites More sharing options...
Enurian Posted February 18, 2012 Share Posted February 18, 2012 /double-facepalm A 5k crit damage heatseeker missile with 125% bonus damage would be critting for 11.250. If you are getting crits in the range of 8k (if you didn't just pull the numbers out of your hat, that is), you are merely seeing the effects of stacked armor reduction (60% more damage). Before resorting to personal attacks, please deliver some real numbers from a large enough test sample. Anything less is just rumor-mongering. No. 5k with a single merc means 4k + 25% = 5k. With 4 mercs you get 4k + 100% = 8k. Btw I get 7-8k crits with adrenal, relic and 3 mercs: http://i.imgur.com/ZSfDF.jpg Link to comment Share on other sites More sharing options...
shadowAI Posted February 18, 2012 Share Posted February 18, 2012 (edited) /double-facepalm A 5k crit damage heatseeker missile with 125% bonus damage would be critting for 11.250. If you are getting crits in the range of 8k (if you didn't just pull the numbers out of your hat, that is), you are merely seeing the effects of stacked armor reduction (60% more damage). Before resorting to personal attacks, please deliver some real numbers from a large enough test sample. Anything less is just rumor-mongering. I never stated that 125% =8k. If this was an issue of armor debuff increasing damage to 160% (its not). It would impact all abilities and not only one. Edited February 18, 2012 by shadowAI Link to comment Share on other sites More sharing options...
BobaFurz Posted February 18, 2012 Share Posted February 18, 2012 (edited) Actually I did notice there is something strange with abilities who needs a casting time. I need to test this more, but sometimes when you spam an ability with a casting bar the next attack starts before the cast for the first attack did end. I noticed also that if you use a casting skill combined with an instant skill, both can be fired. This needs really more testing, but I would love that some of you try this and report about. Edited February 18, 2012 by BobaFurz Link to comment Share on other sites More sharing options...
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