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 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
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 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
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.
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?
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.
Short answer: a passive ability is an ability that is always on.
It is important to distinguish "abilities" from "effects." Let's take Colossus. His signature ability is an ability: "The Mighty Colossus!" This ability is a passive ability. That means it is always on. He has another ability where if his ability accuracy is lowered below 100% he gains +100% combat power rate. This ability is not passive: it is triggered when ability accuracy is debuffed. Special attacks are all abilities that are triggered when the player activates the attack.
When Colossus executes a well-timed block, he has a 100% chance to gain an Armor Up Buff. This is also an ability, triggered by well-timed block. When this ability activates, Colossus gains an effect. This effect is an Armor Up Buff. Effects can be Buffs, they can be Debuffs, they can be Passives. "Buff," "Debuff," and "Passive" are types of effects. They are basically like colors. Every effect can have at most one color. It can be "Buff colored" or it can be "Passive colored". It cannot be "Passive Buff colored."
In and of itself, there's no difference between Passive effects and Buff effects: they both affect the champion in the same way. The difference is in what affects those effects. If something affects Buffs it will affect Buff colored effects, but not Passive colored effects. Since lots of things affect Buffs but almost nothing affects Passives, Passive effects are seen as behaving "differently." But it isn't those effects that are behaving differently, it is really everything else that treats them differently.
So a Passive Ability is an Ability that is always on. The opposite, by the way, is not "Active Ability." That's an ability that is currently on. In other words, Passive Abilities are always Active. Non-Passive Abilities are only sometimes Active.
Passive Effects are a totally different thing. Passive Effects are Effects with the Passive tag. Because this tag is exclusive of the Buff and Debuff tags, Passive Effects cannot be Buffs. Therefore, things that affect Buffs or reference Buffs do not affect Passive Effects. Not because they are Passive, but because they are not Buffs.
When Colossus activates SP3, the SP3 ability Activates a Passive Fatigue on the opponent. This Passive Fatigue remains Active Indefinitely (it doesn't expire on a timer). If the opponent has the Ability to shake off Debuffs, this will have no effect on this Passive Fatigue because the Passive Fatigue Effect cannot be a Debuff, because it has the Passive tag, and effects can only have one of those tags. We know it is a Passive, so we know it is missing the Debuff tag. So an ability that can shake off effects with the Debuff tag won't work on this Effect.
Cyclops being an effective defender is meme material from when Kabam Milke tried to justify the addition of Cyclops to a featured crystal(I think) bu claiming people use him for AQ and AW
What Kabam Miike posted was that Cyclops was effective for the people who happen to use him. This got telephone-mutated by the forums to "Kabam Miike says Cyclops is very effective" and then to "Kabam Miike says Cyclops is the most effective champ" and that's the source of the meme material.
It still boggles my mind that the idea that for the people who choose to use him Cyclops could be used effectively in the game is nonsensical. Everyone gravitates to the champs that work out best for them. Of course Cyclops is going to be effective for the people who choose to use him.
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.
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.
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
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.
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.
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%
Comments
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.
Love the concept of this thread btw
because that was ridiculous
Like on the Hyperion with mystic conditioning in 6.2.6
Also yes, the one with the champion boss is also annoying.
It is important to distinguish "abilities" from "effects." Let's take Colossus. His signature ability is an ability: "The Mighty Colossus!" This ability is a passive ability. That means it is always on. He has another ability where if his ability accuracy is lowered below 100% he gains +100% combat power rate. This ability is not passive: it is triggered when ability accuracy is debuffed. Special attacks are all abilities that are triggered when the player activates the attack.
When Colossus executes a well-timed block, he has a 100% chance to gain an Armor Up Buff. This is also an ability, triggered by well-timed block. When this ability activates, Colossus gains an effect. This effect is an Armor Up Buff. Effects can be Buffs, they can be Debuffs, they can be Passives. "Buff," "Debuff," and "Passive" are types of effects. They are basically like colors. Every effect can have at most one color. It can be "Buff colored" or it can be "Passive colored". It cannot be "Passive Buff colored."
In and of itself, there's no difference between Passive effects and Buff effects: they both affect the champion in the same way. The difference is in what affects those effects. If something affects Buffs it will affect Buff colored effects, but not Passive colored effects. Since lots of things affect Buffs but almost nothing affects Passives, Passive effects are seen as behaving "differently." But it isn't those effects that are behaving differently, it is really everything else that treats them differently.
So a Passive Ability is an Ability that is always on. The opposite, by the way, is not "Active Ability." That's an ability that is currently on. In other words, Passive Abilities are always Active. Non-Passive Abilities are only sometimes Active.
Passive Effects are a totally different thing. Passive Effects are Effects with the Passive tag. Because this tag is exclusive of the Buff and Debuff tags, Passive Effects cannot be Buffs. Therefore, things that affect Buffs or reference Buffs do not affect Passive Effects. Not because they are Passive, but because they are not Buffs.
When Colossus activates SP3, the SP3 ability Activates a Passive Fatigue on the opponent. This Passive Fatigue remains Active Indefinitely (it doesn't expire on a timer). If the opponent has the Ability to shake off Debuffs, this will have no effect on this Passive Fatigue because the Passive Fatigue Effect cannot be a Debuff, because it has the Passive tag, and effects can only have one of those tags. We know it is a Passive, so we know it is missing the Debuff tag. So an ability that can shake off effects with the Debuff tag won't work on this Effect.
It still boggles my mind that the idea that for the people who choose to use him Cyclops could be used effectively in the game is nonsensical. Everyone gravitates to the champs that work out best for them. Of course Cyclops is going to be effective for the people who choose to use him.
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.
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.
Even with 6 poison on himself he's still getting willpower healing.
Is it possible to get 10 staggers with dooms heavy? I’ve gotten really close but haven’t actually done it