**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.

Future ant-man awakened ability not working on biohazard?

My future ant-man (sig 194) should reduce bleeds to around 12% of their original duration. The biohazard bleeds (from 2.1 TB event quest), with an additional 100% duration from an additional node last 15 seconds, meaning they should last 0.12x15 = 1.8 seconds on future ant man, but they appear to be lasting more like 9 seconds. This is maybe a matter of the 100% duration increase applying after the sig ability reduces the original value (so it just adds 7.5 seconds regardless), if so, that is not how it should work, but I really don't know because even then, the values don't make add up. This happens on all fights on the path.


Video of bleed duration
https://twitter.com/wlLLpab/status/1691055953452683264

Comments

  • ShivacruxShivacrux Posts: 397 ★★★
    I think you will receive same explanation as deepwpunds
  • xLunatiXxxLunatiXx Posts: 932 ★★★★
    WildT said:

    This is maybe a matter of the 100% duration increase applying after the sig ability reduces the original value (so it just adds 7.5 seconds regardless)

    This is exactly how it's been working forever. Try the same with Angela in AW where deep wound is a thing, you'll die from bleed. Abilities reducing duration applies on base duration, nodes come after.
    I don't know if that's how it should work or not but it's been like that. It's about priority in the code I believe.
  • WildTWildT Posts: 12
    Thanks for the clarification, definitely not how it should work
  • MagrailothosMagrailothos Posts: 5,210 ★★★★★
    edited August 2023
    Yes, as you'd suggested yourself: the answer is the Bloodletting node, which adds +100% duration.

    Fantman reduces the duration by 88%, then Bloodletting increases it by 100%.

    These are applied at the same time; but they aren't multipliers. They are applied by being added/subtracted from the initial total. The net effect is therefore to increase the duration by 12%

    Once the total modifier (+12%) is calculated, it's applied to the initial duration, which is 7.5s
    7.5s plus 12% of 7.5s is - as your testing suggested - about nine seconds.

    You may feel that this isn't how it should work; but it's how the game is built. That's how percentages work in this game, I'm afraid.
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