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AFTER 1.1 patch - Some rats has 99% resi HULL when they almost dying.

Author
Trolly McForumalt
Doomheim
#41 - 2013-09-13 17:48:30 UTC
I've been following this forum and the 'Issues' thread in the Information Portal and haven't seen any clear updates (there was a post in the issues thread saying that 'it was fixed' without clarifying what 'it' was).

So in any case, has the issue of super high resistance on less than 50% structure been solved? If it hasn't maybe we should keep this bumped on the first page until it is.
Morrigan LeSante
Perkone
Caldari State
#42 - 2013-09-13 18:30:27 UTC
Wasn't this time last night.
Trolly McForumalt
Doomheim
#43 - 2013-09-13 18:34:25 UTC
Morrigan LeSante wrote:
Wasn't this time last night.


By wasn't you mean the bug wasn't in the game or the bug wasn't fixed? Just want to clarify. Thanks.
Morrigan LeSante
Perkone
Caldari State
#44 - 2013-09-13 19:49:31 UTC  |  Edited by: Morrigan LeSante
Its still kaput, right now.

Garde II hit a Drone Battleship for .... 2
Trolly McForumalt
Doomheim
#45 - 2013-09-13 20:22:33 UTC
Morrigan LeSante wrote:
Its still kaput, right now.

Garde II hit a Drone Battleship for .... 2


OK thanks. We need to keep at least a little pressure or they'll continue to prioritize useless crap like UI tweaks that no one asked for.

Question for those that are still killing stuff in game: how do you not emo rage when that happens? Is it rare enough so that it is only slightly annoying? I'm staying away at the moment because I can see myself swearing loudly at the monitor if a volley failed to kill a ship with only a sliver of structure left. Saving myself from high blood pressure and high cortisol levels Blink
Morrigan LeSante
Perkone
Caldari State
#46 - 2013-09-13 20:25:39 UTC  |  Edited by: Morrigan LeSante
I moved away from a CNR to a drone boat/Other more "rapid fire" solutions.. Far less annoying to have a 'lost' drone or AC volley than 8 fury missiles What?


Edit: does ungrouping help, I wonder?
Lumirinne
Aliastra
Gallente Federation
#47 - 2013-09-15 09:47:18 UTC
Guesswork

A: CCP touched the code for the final salvo so to get rid of the relatively uninformative Combat Log entry "Your guns just did 6700...". So they added a code that determines how much HP is required for the Finishing Blow. And unfortunately introduced another bug.

The process now: (guess)
1. Calculate the targets remaining HP and apply that number to your Finishing Salvo
2. Targets HP repper cycle completes and gains alittle more HP
3. Your guns make the Finishing Blow which, due to phase 2 is now too little.


B: CCP knows the bug and has found the solution. What holds is Impact Assessment. "This isnt too annoying lets fix it at a convenient point later. Not a hotfix on its own."
Wolf Vyvorant
Quod Lupus Rex
#48 - 2013-09-15 19:51:47 UTC
well 6 Scourge Cruise Missles did 6 damage to a Sansha overlord......
stoicfaux
#49 - 2013-09-15 20:37:38 UTC
Lumirinne wrote:
Guesswork

The process now: (guess)
1. Calculate the targets remaining HP and apply that number to your Finishing Salvo
2. Targets HP repper cycle completes and gains alittle more HP
3. Your guns make the Finishing Blow which, due to phase 2 is now too little.

I doubt that scenario. From what I've seen events have a timestamp to ensure they occur in proper order even though the server operates at 1 hertz.

I would guess either a rounding error; the function that calculates the actual damage to the rat and the function that reduces your salvo to just the remaining EHP don't quite match. Meaning, your salvo hits for 1,000 damage, the rat has 220 EHP left, but the 1,000 damage salvo gets reduced to 210 instead of 220.

Or I would guess that the salvo reduction function is applying shield/armor resists to the hull, i.e. it's miscalculating the target's EHP.

Worst case, the NPCs have discovered Damage Control modules.

Really worst case is that CCP is making subtle changes to NPC EHP to see what changes it causes in the rat bounty isk faucet.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Jon Matick
State War Academy
Caldari State
#50 - 2013-09-15 22:19:24 UTC
Yeah there looks to be some change in WHs too.
ran a couple C5 sites yesterday and almost every BS got hit to 5-10% structure instead of all the way through as they usually would be by dreads.
I also saw weird hits for like 50-100 damage which just shouldnt be possible for a sieged dread.

My Blog:  http://sihwm.blogspot.com.au/

Frillo Teslar
Republic Military School
Minmatar Republic
#51 - 2013-09-16 21:31:27 UTC
This is still a problem.

CCP do something Shocked
ExcalibursTemplar
CANZUK
#52 - 2013-09-17 10:32:18 UTC
Trolly McForumalt wrote:
I've been following this forum and the 'Issues' thread in the Information Portal and haven't seen any clear updates (there was a post in the issues thread saying that 'it was fixed' without clarifying what 'it' was).

So in any case, has the issue of super high resistance on less than 50% structure been solved? If it hasn't maybe we should keep this bumped on the first page until it is.


It varies i might not see it for a while then suddenly get multiple BS taking an extra volley or even worse a extra 2 or 3 volleys to kill them of. Only way to get around this for me is to stop firing my main weapons (T2 cruise missiles) and move to the next target and just hope my drones can finish them of. Some times they can some times they can't which is annoying as hell.
MonkeyMagic Thiesant
24th Imperial Crusade
Amarr Empire
#53 - 2013-09-17 14:21:34 UTC
Ahh, so that's what that was. Saw it when doing some sleeper battleships in a C6, 2000 dam, 1500 dam, 1600 dam....... 19dam.

Doesn't make much difference I guess, although it might if you found some NPC with lots of hull hp.
Zaxix
State War Academy
Caldari State
#54 - 2013-09-17 16:14:21 UTC
This happens in epic arc missions as well. I've been watching all sorts of ships get down to the last bit of hull, regen a bit shield, get hit with next group of missiles (which strips the shields but doesn't touch the hull), repeat several times before I manage to take them out.

Bokononist

 

Warcalibre
NovaTech Holdings
#55 - 2013-09-17 19:19:08 UTC
This happens to me a lot! It's annoying and stupid!
Mer88
Royal Amarr Institute
Amarr Empire
#56 - 2013-09-18 14:54:21 UTC
we should keep this post up until ccp say something about this. this is very annoying
Frillo Teslar
Republic Military School
Minmatar Republic
#57 - 2013-09-20 09:13:17 UTC
Has it been fixed yet? Or is it a major stealth nerf to ratting/ded site running?
Turelus
Utassi Security
#58 - 2013-09-20 13:52:23 UTC  |  Edited by: Turelus
It's a known issue.
Once something goes below 50% hull you will no longer always hit for max damage. I don't remember where I saw the post about it but I will go look and edit when I find it.

Edit - Links to CCP posts.

https://forums.eveonline.com/default.aspx?g=posts&m=3573031#post3573031

https://forums.eveonline.com/default.aspx?g=posts&m=3573838#post3573838

Turelus CEO Utassi Security

Taren Noreck
15 Goats
#59 - 2013-09-22 01:22:35 UTC
Oh thank god, i thought i was the only one getting this! I submitted a bug report to ccp with screen shots and everything and havent heard anything back. But same kinda stuff, Ill shoot a rat and itll go down to 2-3% structure, and the next shot will say smashes or penetrates yet do only 8 or 9 damage, from t2 tacyons on a nightmare...

all it all itll happen at least 2-5 times on any given mission
Jack Tronic
borkedLabs
#60 - 2013-09-22 03:56:41 UTC
CCP gave rats Damage Controls and the ability to overheat them. I approve.