Questions You're Afraid To Ask

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  • Invicta_HellionInvicta_Hellion Member Posts: 220 ★★
    OOC 1) why was there so much hype for jubilee? It isnt like she is a very op character... Or is it??
  • CrcrcrcCrcrcrc Member Posts: 7,963 ★★★★★

    OOC 1) why was there so much hype for jubilee? It isnt like she is a very op character... Or is it??

    Nostalgia most likely. She was popular in an old X men cartoon
  • KDSuperFlash10KDSuperFlash10 Member Posts: 5,869 ★★★★★

    This is a screenshot of Civil Warrior's awakened ability but I'm not asking about him, just a general question about these types of +x% abilities.

    So when there is a potency increase in something (say +30%) is it 1.3x the original value (so like 20% x 1.3 = 26%) or the original value plus a flat 30% (so like 20% + 30% = 50%). This is the perfect thread for me to ask this question.
  • CrcrcrcCrcrcrc Member Posts: 7,963 ★★★★★


    This is a screenshot of Civil Warrior's awakened ability but I'm not asking about him, just a general question about these types of +x% abilities.

    So when there is a potency increase in something (say +30%) is it 1.3x the original value (so like 20% x 1.3 = 26%) or the original value plus a flat 30% (so like 20% + 30% = 50%). This is the perfect thread for me to ask this question.

    I believe it is plus a flat 30%. I may be wrong, but I'm pretty sure it says +30% potency or something like that when it means x1.3
  • JueVioleGraceJueVioleGrace Member Posts: 1,424 ★★★★★


    This is a screenshot of Civil Warrior's awakened ability but I'm not asking about him, just a general question about these types of +x% abilities.

    So when there is a potency increase in something (say +30%) is it 1.3x the original value (so like 20% x 1.3 = 26%) or the original value plus a flat 30% (so like 20% + 30% = 50%). This is the perfect thread for me to ask this question.

    This is the same question I wanted to ask.

    Love the concept of this thread btw
  • SpideyFunkoSpideyFunko Member Posts: 21,942 ★★★★★


    This is a screenshot of Civil Warrior's awakened ability but I'm not asking about him, just a general question about these types of +x% abilities.

    So when there is a potency increase in something (say +30%) is it 1.3x the original value (so like 20% x 1.3 = 26%) or the original value plus a flat 30% (so like 20% + 30% = 50%). This is the perfect thread for me to ask this question.

    I’ve always been under the impression it’s a flat 30% increase
  • CrcrcrcCrcrcrc Member Posts: 7,963 ★★★★★
    Does the LoL Rage timer increase if you have a 15% attack boost active? Or is it only base attack?
  • Kill_GreyKill_Grey Member Posts: 8,666 ★★★★★
    HI_guys said:

    MikeHock said:

    Does Kabam have a quality control dept?
    Does Kabam have more then 1 person (or any) that tests for bugs?

    What does Kabam believe to be a an adequate timeframe to respond to, and fix a confirmed bug ?

    1) Yes.
    2) Based on their open positions, yes.
    3) I don't know, but they usually address widespread bugs within a month or two, I believe, but resolving them takes a longer time.
    Cries in AA
    Remember that Claire bug?
  • SpideyFunkoSpideyFunko Member Posts: 21,942 ★★★★★
    edited January 2021
    Kill_Grey said:

    HI_guys said:

    MikeHock said:

    Does Kabam have a quality control dept?
    Does Kabam have more then 1 person (or any) that tests for bugs?

    What does Kabam believe to be a an adequate timeframe to respond to, and fix a confirmed bug ?

    1) Yes.
    2) Based on their open positions, yes.
    3) I don't know, but they usually address widespread bugs within a month or two, I believe, but resolving them takes a longer time.
    Cries in AA
    Remember that Claire bug?
    the champion one that got Morningstar nerfed as well?

    because that was ridiculous
  • Kill_GreyKill_Grey Member Posts: 8,666 ★★★★★

    Kill_Grey said:

    HI_guys said:

    MikeHock said:

    Does Kabam have a quality control dept?
    Does Kabam have more then 1 person (or any) that tests for bugs?

    What does Kabam believe to be a an adequate timeframe to respond to, and fix a confirmed bug ?

    1) Yes.
    2) Based on their open positions, yes.
    3) I don't know, but they usually address widespread bugs within a month or two, I believe, but resolving them takes a longer time.
    Cries in AA
    Remember that Claire bug?
    the champion one that got Morningstar nerfed as well?

    because that was ridiculous
    Na, the one where her buff immunity actually doesn't remove buffs sometimes.
    Like on the Hyperion with mystic conditioning in 6.2.6

    Also yes, the one with the champion boss is also annoying.
  • Artoria77Artoria77 Member Posts: 2,550 ★★★★★
    Wait what, how does this category thing work
  • DNA3000DNA3000 Member, Guardian Posts: 19,658 Guardian


    This is a screenshot of Civil Warrior's awakened ability but I'm not asking about him, just a general question about these types of +x% abilities.

    So when there is a potency increase in something (say +30%) is it 1.3x the original value (so like 20% x 1.3 = 26%) or the original value plus a flat 30% (so like 20% + 30% = 50%). This is the perfect thread for me to ask this question.

    The devs have stated in the past that in general percentage bonuses stack with each other, or alternatively they all operate on the base.

    In other words, if you have a stat with base value 1000 and there's an effect that increases that by 20%, and another one that increases that same stat by 30%, the net value is Base * (100% + buff1 + buff2) = 1000 * (100% + 20% + 30%) = 1000 * (1 + 0.2 + 0.3) = 1000 * (1.5) = 1500.

    Or if you prefer: Base + Base * Buff1 + Base * Buff2 = 1000 + 1000*20% + 1000*30% = 1000 + 1000 * 0.2 + 1000 * 0.3 = 1000 + 200 + 300 = 1500.

    Two different ways to describe the same idea. Buffs operate on the thing being buffed, but don't generally amplify each other.
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  • DNA3000DNA3000 Member, Guardian Posts: 19,658 Guardian
    HI_guys said:

    DNA3000 said:


    This is a screenshot of Civil Warrior's awakened ability but I'm not asking about him, just a general question about these types of +x% abilities.

    So when there is a potency increase in something (say +30%) is it 1.3x the original value (so like 20% x 1.3 = 26%) or the original value plus a flat 30% (so like 20% + 30% = 50%). This is the perfect thread for me to ask this question.

    The devs have stated in the past that in general percentage bonuses stack with each other, or alternatively they all operate on the base.

    In other words, if you have a stat with base value 1000 and there's an effect that increases that by 20%, and another one that increases that same stat by 30%, the net value is Base * (100% + buff1 + buff2) = 1000 * (100% + 20% + 30%) = 1000 * (1 + 0.2 + 0.3) = 1000 * (1.5) = 1500.

    Or if you prefer: Base + Base * Buff1 + Base * Buff2 = 1000 + 1000*20% + 1000*30% = 1000 + 1000 * 0.2 + 1000 * 0.3 = 1000 + 200 + 300 = 1500.

    Two different ways to describe the same idea. Buffs operate on the thing being buffed, but don't generally amplify each other.
    While not bonuses ,why is posion heal reduction stacks multiplicative?
    First, I think poison *stacks* additively, as in the 30% reduction adds up with multiple stacks of poison. So two stacks of poison is -30% -30% = -60%, not 0.7 * 0.7 = 49% (i.e. -51%). But I think you mean why poison affects all of your healing combined, in other words the net effect of poison is to take all of your healing bonuses and apply to *net* healing not *base* healing. And I think that's just because of what you said: poison's effect on healing isn't considered a "heal debuff" it is something else unique to it, and thus it applies to all heal not base heal. Sort of like how heal block is not a -100% heal, it is a special binary effect that blocks the effects of healing, it doesn't (attempt to) reduce the strength of healing to zero.

    One step further back, why would the devs do this? I think, and this is just a guess, this is a legacy from when healing was much stronger, and operated differently in the game. Healing originally operated on current max health, not original base health, which meant max health buffs would indirectly boost healing, which could make healing very powerful (especially given how health boosts are a common way to make the AI harder to kill, and also common for the players to acquire). They wanted poison to be a credible threat to healing even when healing was buffed, so poison operated on actual healing, not as a base modifier to healing.
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  • CrcrcrcCrcrcrc Member Posts: 7,963 ★★★★★
    Crcrcrc said:

    Does the LoL Rage timer increase if you have a 15% attack boost active? Or is it only base attack?

    Posting again since no one responded. Is there no way to find out?
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  • Agent_X_zzzAgent_X_zzz Member Posts: 4,498 ★★★★★

    (GGP) Slow works on force of will right?

    It does yes
  • Agent_X_zzzAgent_X_zzz Member Posts: 4,498 ★★★★★
    edited January 2021
    Crcrcrc said:

    Does the LoL Rage timer increase if you have a 15% attack boost active? Or is it only base attack?

    Based on modified attack, suicides, masteries and other forms of damage modification, I imagine boosts work as the stats are modified the same way other effects do. But not certain
  • GhostboytjieGhostboytjie Member Posts: 2,359 ★★★★★
    If you sell champions to get shards. Do yoy ever pull that champion again soon?
  • DNA3000DNA3000 Member, Guardian Posts: 19,658 Guardian
    HI_guys said:

    DNA3000 said:

    HI_guys said:

    DNA3000 said:


    This is a screenshot of Civil Warrior's awakened ability but I'm not asking about him, just a general question about these types of +x% abilities.

    So when there is a potency increase in something (say +30%) is it 1.3x the original value (so like 20% x 1.3 = 26%) or the original value plus a flat 30% (so like 20% + 30% = 50%). This is the perfect thread for me to ask this question.

    The devs have stated in the past that in general percentage bonuses stack with each other, or alternatively they all operate on the base.

    In other words, if you have a stat with base value 1000 and there's an effect that increases that by 20%, and another one that increases that same stat by 30%, the net value is Base * (100% + buff1 + buff2) = 1000 * (100% + 20% + 30%) = 1000 * (1 + 0.2 + 0.3) = 1000 * (1.5) = 1500.

    Or if you prefer: Base + Base * Buff1 + Base * Buff2 = 1000 + 1000*20% + 1000*30% = 1000 + 1000 * 0.2 + 1000 * 0.3 = 1000 + 200 + 300 = 1500.

    Two different ways to describe the same idea. Buffs operate on the thing being buffed, but don't generally amplify each other.
    While not bonuses ,why is posion heal reduction stacks multiplicative?
    First, I think poison *stacks* additively, as in the 30% reduction adds up with multiple stacks of poison. So two stacks of poison is -30% -30% = -60%, not 0.7 * 0.7 = 49% (i.e. -51%). But I think you mean why poison affects all of your healing combined, in other words the net effect of poison is to take all of your healing bonuses and apply to *net* healing not *base* healing. And I think that's just because of what you said: poison's effect on healing isn't considered a "heal debuff" it is something else unique to it, and thus it applies to all heal not base heal. Sort of like how heal block is not a -100% heal, it is a special binary effect that blocks the effects of healing, it doesn't (attempt to) reduce the strength of healing to zero.

    One step further back, why would the devs do this? I think, and this is just a guess, this is a legacy from when healing was much stronger, and operated differently in the game. Healing originally operated on current max health, not original base health, which meant max health buffs would indirectly boost healing, which could make healing very powerful (especially given how health boosts are a common way to make the AI harder to kill, and also common for the players to acquire). They wanted poison to be a credible threat to healing even when healing was buffed, so poison operated on actual healing, not as a base modifier to healing.

    Just to confirm I understand you correctly, if the ticks are healing me for 100 then one poison bring me down to 70. The next posion bring me down to 40 or 49?
    It should be 40. I haven't looked at this in ages, but I'm pretty sure poison can shut down healing. Multiplicative stacking can't do that (healing would just get smaller and smaller). If you've seen it work the other way, let me know so I can take a closer look, because that's not how I recall it working.
  • magnus_xixmagnus_xix Member Posts: 2,019 ★★★★★
    (OOC) Do people mainly go on General Discussion or Recent Discussions? For me it's Recent Discussions but I suspect that not many others do too.
  • WorknprogressWorknprogress Member Posts: 7,233 ★★★★★
    edited January 2021
    DNA3000 said:

    HI_guys said:

    DNA3000 said:

    HI_guys said:

    DNA3000 said:


    This is a screenshot of Civil Warrior's awakened ability but I'm not asking about him, just a general question about these types of +x% abilities.

    So when there is a potency increase in something (say +30%) is it 1.3x the original value (so like 20% x 1.3 = 26%) or the original value plus a flat 30% (so like 20% + 30% = 50%). This is the perfect thread for me to ask this question.

    The devs have stated in the past that in general percentage bonuses stack with each other, or alternatively they all operate on the base.

    In other words, if you have a stat with base value 1000 and there's an effect that increases that by 20%, and another one that increases that same stat by 30%, the net value is Base * (100% + buff1 + buff2) = 1000 * (100% + 20% + 30%) = 1000 * (1 + 0.2 + 0.3) = 1000 * (1.5) = 1500.

    Or if you prefer: Base + Base * Buff1 + Base * Buff2 = 1000 + 1000*20% + 1000*30% = 1000 + 1000 * 0.2 + 1000 * 0.3 = 1000 + 200 + 300 = 1500.

    Two different ways to describe the same idea. Buffs operate on the thing being buffed, but don't generally amplify each other.
    While not bonuses ,why is posion heal reduction stacks multiplicative?
    First, I think poison *stacks* additively, as in the 30% reduction adds up with multiple stacks of poison. So two stacks of poison is -30% -30% = -60%, not 0.7 * 0.7 = 49% (i.e. -51%). But I think you mean why poison affects all of your healing combined, in other words the net effect of poison is to take all of your healing bonuses and apply to *net* healing not *base* healing. And I think that's just because of what you said: poison's effect on healing isn't considered a "heal debuff" it is something else unique to it, and thus it applies to all heal not base heal. Sort of like how heal block is not a -100% heal, it is a special binary effect that blocks the effects of healing, it doesn't (attempt to) reduce the strength of healing to zero.

    One step further back, why would the devs do this? I think, and this is just a guess, this is a legacy from when healing was much stronger, and operated differently in the game. Healing originally operated on current max health, not original base health, which meant max health buffs would indirectly boost healing, which could make healing very powerful (especially given how health boosts are a common way to make the AI harder to kill, and also common for the players to acquire). They wanted poison to be a credible threat to healing even when healing was buffed, so poison operated on actual healing, not as a base modifier to healing.

    Just to confirm I understand you correctly, if the ticks are healing me for 100 then one poison bring me down to 70. The next posion bring me down to 40 or 49?
    It should be 40. I haven't looked at this in ages, but I'm pretty sure poison can shut down healing. Multiplicative stacking can't do that (healing would just get smaller and smaller). If you've seen it work the other way, let me know so I can take a closer look, because that's not how I recall it working.
    I don't think so bc iBom still heals from willpower with lots of poison on him it's just reduced greatly. I'll double check real quick to be sure




    Even with 6 poison on himself he's still getting willpower healing.
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  • edited January 2021
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  • Agent_X_zzzAgent_X_zzz Member Posts: 4,498 ★★★★★
    DNA3000 said:

    HI_guys said:

    DNA3000 said:

    HI_guys said:

    DNA3000 said:


    This is a screenshot of Civil Warrior's awakened ability but I'm not asking about him, just a general question about these types of +x% abilities.

    So when there is a potency increase in something (say +30%) is it 1.3x the original value (so like 20% x 1.3 = 26%) or the original value plus a flat 30% (so like 20% + 30% = 50%). This is the perfect thread for me to ask this question.

    The devs have stated in the past that in general percentage bonuses stack with each other, or alternatively they all operate on the base.

    In other words, if you have a stat with base value 1000 and there's an effect that increases that by 20%, and another one that increases that same stat by 30%, the net value is Base * (100% + buff1 + buff2) = 1000 * (100% + 20% + 30%) = 1000 * (1 + 0.2 + 0.3) = 1000 * (1.5) = 1500.

    Or if you prefer: Base + Base * Buff1 + Base * Buff2 = 1000 + 1000*20% + 1000*30% = 1000 + 1000 * 0.2 + 1000 * 0.3 = 1000 + 200 + 300 = 1500.

    Two different ways to describe the same idea. Buffs operate on the thing being buffed, but don't generally amplify each other.
    While not bonuses ,why is posion heal reduction stacks multiplicative?
    First, I think poison *stacks* additively, as in the 30% reduction adds up with multiple stacks of poison. So two stacks of poison is -30% -30% = -60%, not 0.7 * 0.7 = 49% (i.e. -51%). But I think you mean why poison affects all of your healing combined, in other words the net effect of poison is to take all of your healing bonuses and apply to *net* healing not *base* healing. And I think that's just because of what you said: poison's effect on healing isn't considered a "heal debuff" it is something else unique to it, and thus it applies to all heal not base heal. Sort of like how heal block is not a -100% heal, it is a special binary effect that blocks the effects of healing, it doesn't (attempt to) reduce the strength of healing to zero.

    One step further back, why would the devs do this? I think, and this is just a guess, this is a legacy from when healing was much stronger, and operated differently in the game. Healing originally operated on current max health, not original base health, which meant max health buffs would indirectly boost healing, which could make healing very powerful (especially given how health boosts are a common way to make the AI harder to kill, and also common for the players to acquire). They wanted poison to be a credible threat to healing even when healing was buffed, so poison operated on actual healing, not as a base modifier to healing.

    Just to confirm I understand you correctly, if the ticks are healing me for 100 then one poison bring me down to 70. The next posion bring me down to 40 or 49?
    It should be 40. I haven't looked at this in ages, but I'm pretty sure poison can shut down healing. Multiplicative stacking can't do that (healing would just get smaller and smaller). If you've seen it work the other way, let me know so I can take a closer look, because that's not how I recall it working.
    It wouldn't be 40, because Iboms poison potency on himself is reduced by 50%
  • BuffBeastBuffBeast Member Posts: 1,075 ★★★★
    This fits mostly into OCC, but also a bit of the other categories.

    Is it possible to get 10 staggers with dooms heavy? I’ve gotten really close but haven’t actually done it
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