Mole man bugged on Flux Dispersal node
MysteryMaestro
Member Posts: 66 ★
I recently took my buffed Mole Man to rank 4, and have been playing him a lot. I was exploring Uncollected EQ when I got to the Flux Dispersal node, and found a bug. As the node states, the defender gains a flux charge every hit, reducing damage by 5%. These charges can be removed by landing a heavy attack onto the defender. But with Mole Man almost 4 out of every 5 times I would use a heavy attack it wouldn’t shrug off the stacks. I tried the fights with a Cap IW and everything seemed to work fine, it was just with Mole Man
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However flux dispersal has been around for a while and I never remember it failing so often. Maybe I thought it was a bug on the nodee back then or it's some sort of bias. I started thinking one of the updates recently changed how pacify interacts with nodes.
With the new nodes that benefit you, it could be that we only recently started noticing and thought it was just 'contest of bugs' on other nodes before. What are your thoughts about this, conspiracy theory crazy or not?
I've been wanting to bring this up in the thread about game mechanics by @DNA3000 so I'm tagging him for potential insights.
Now, that doesn't mean that every node effect like this *must* be affected by AAR. Sometimes the design intent is for the effect to always happen regardless of ability accuracy. Many abilities are specifically designed to be unaffected by AAR effects. But the logic that an effect must always work in the favor of the player is not a good reason to make that design decision, because that's not a road the game follows, or should follow. It would cripple the ability for the game to make interesting effects for fights.
Things that can never be countered cannot be allowed to be very strong. If you think a champion's ability should always work, you're in effect saying the devs should nerf it, or not allow it to come into existence in the first place. Champions can only be allowed to have strong abilities if they can be countered in some content. To what degree is a fair discussion. But the absolute rule that champion abilities or mastery abilities should never be counterable or reversible is not a workable one.
So a champion normally has a 100% base ability accuracy, and if that champion has an ability that has a 15% chance to occur that means the ability itself has a 15% AA. So the chance to occur is 100% x 15% = 15%. If we debuff that champion's intrinsic AA by 50%, we lower the 100% to 50%, we don't touch the 15% (that's why a 50% debuff doesn't reduce 15% to -35% even though most debuffs are linear: it is subtracting from 100%, not 15%).
But if this theory is true, individual abilities cannot have artificially boosted AA just to avoid strong AAR because the math doesn't quite work, or at least it doesn't match observations in all cases. I suspect in the example you're describing what's happening is that the property of IMIW repulsor attacks to be "not evadable" is not triggered on each attack, it is something "baked into" the ability, so it doesn't have to be triggered. We know the devs have ways to flag things as "always happens" and "can never be prevented from happening or undone" in general - maybe not literally, but in terms of the net effect. Consider immunities. Champions immune to bleed or poison have passive abilities that confer those immunities. But as far as we know, nothing that block those abilities from triggering, and nothing can remove them. If anything did, we'd all call that a bug, but for a game with a gigaton of bugs, I've never seen that one. That implies immunities aren't "fragile" and the devs cannot easily make a mistake that causes them to get shut down during a fight. And that tells me there's a very good chance that those abilities are "protected" by "nope, cannot turn off" flags that protect them against ability accuracy reduction (among other things).
And as to Goldpool, yes it is possible for an ability's AA to be set higher than 100% to make it less vulnerable to AAR: that is a fact. But I don't think that's evidence that there are no guaranteed abilities, just inflated AA. In fact, we know with absolute certainty that there are abilities explicitly stated to be immune to AAR effects and behave as if that were true (because they don't have 100% chance to happen, so they cannot be immune to AAR due to inflated AA), so there's every reason to believe that some of the "guaranteed to happen" abilities are also similarly immune to AAR and not just possessing super high AA.