Left the abilities on and off for an hour each way, and nothing changed so I'm guessing dynamic buffing isn't in effect.
If it was a piece of buffed clothes or something I wouldn't care less, but these are abilities that cost a lot of hard earned $info to level up. Everyone's going around trying out different hybrids, but because of the messed up Bonuses panel and the fact that none of the abilities' buffs may even be being applied renders using more than one tree pointless.
I'd appreciate feedback from anyone (players and devs alike) who knows why buffs aren't being applied or why the Bonuses panel has 2 categories for things that only need one.
BakuraRyou wrote:I'd appreciate feedback from anyone (players and devs alike) who knows why buffs aren't being applied or why the Bonuses panel has 2 categories for things that only need one.
I believe the confusion you are seeing is based on the difference between an Influlence and an Attribute.
Force Combat is an Attribute
Force Combat Bonus is and Influence
Influences modify it's associated Attribute.
So for example the "Base" value on Compel Close Combat ability is 20%. Lets say you have a 10% Force Combat Bonus, this would make your Compet Clos Combat ability provide 22% instead when activated.
In the status panel bonuses tab all Attributes show there modified values "Not" their base values before influences.
This is the same for every Attribute / Influence relationship in the game.
I hope this has clarified the issue for you.
Max health is modified when using an ability that increases your max health, such as bolster health down the upgrade tree, same thing with IS although i dont know for sure if there is an ability that increases max IS,
However i do know there is no ablilty that increases your IS regen, although there is one that increases your health regen(fast healing also down upgrade tree) so in essence with this new system some bonuses are useless and others are downright odd, (sweep bonus?) yeah, still some things we need to get adjusted to, but i do agree about them not showing the combat tactics rolls, like they used to, i guess people coundnt get used to the 2 sets of rolls instead of just one. other than that though once you figure out what influences your true abilites you can play well.
In fact I only used Compel Close combat as an example to display the relationship between an Influence and an Attribute. It was not intended to give out the inner working of how the Force Combat works. I suppose I could have used a more easily identifiable Attribute/Influence combination like Melee Damage Resistance to address the OPs concerns.
The fact however is there is only a single ability that increases the IS regen Attribute. Its in the Coder Tree and is a buff for a Sim, which I admit doesn't do a paticular player much good. The bonuses being discussed from Vitality are there for future use simply put.
Message Edited by NoRepro on 06.29.2006 10:05 AM
cryshal wrote: these guys changed all kinds of stuff around but didnt work out the math to see what it DOES now.
Oh, I disagree.
They did work out the math, but ain't sharing much with us. It bugs me how complicated they made everything with virtually no explanation of how a bunch of it actually WORKS (initiative for example).
All I get from anyone is that initiative means specials are more likely to hit. No explanation of how it interacts with melee accuracy, my opponents melee defense, whether a bonus to a 0 initiative base (you have none till you hit desperation it seems) has any effect. Oh, and if we both try specials are we rolling against the others attack or their defense? If it is defense we could both hit, so is it who hits by the most? This is just a single example, there a plenty of others that have only a vague description of the inner workings. Jeez CR1 was simple.