First Order SF Tie Fighter - Concussion Missile bugged

Seriously this is not acceptable...

The description of the “Concussion Missile” talent says “If that ally is first order grant them Advantage for 2 turns”..

It does not grant advantage for 2 turns and only seems to grant Advantage for the basic attack and they loose the debuff after the assist..not working as intended..

Can we get a mod post confirming this bug and when it will be fixed?

Replies

  • Bora
    440 posts Member
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    It is exactly how advantage works everywhere since its introduction. Whoever has advantage has x number of turns to perform an attack. As soon as that attack occurs the buff will be consumed/expires. Basically it gives a character/ship a 100% crit chance exclusively for one action that deals damage (unless the target has foresight, crit immunity or whatever negates damage) and it gives you x amount of turns to do so.
    Res non verba
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    Bora wrote: »
    It is exactly how advantage works everywhere since its introduction. Whoever has advantage has x number of turns to perform an attack. As soon as that attack occurs the buff will be consumed/expires. Basically it gives a character/ship a 100% crit chance exclusively for one action that deals damage (unless the target has foresight, crit immunity or whatever negates damage) and it gives you x amount of turns to do so.

    I understand what you are saying about an attack “consuming” the Advantage buff - so what is the relevance of “2 turns” if the intention is that “only the assist” has advantage?

    It makes no sense at all - Advantage for 2 turns should mean advantage for 2 turns.

    KR Command shuttle grants Advantage for 1 turn - it works as intended and allows you to use it for a TURN not just an ASSIST.
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    Bora wrote: »
    It is exactly how advantage works everywhere since its introduction. Whoever has advantage has x number of turns to perform an attack. As soon as that attack occurs the buff will be consumed/expires. Basically it gives a character/ship a 100% crit chance exclusively for one action that deals damage (unless the target has foresight, crit immunity or whatever negates damage) and it gives you x amount of turns to do so.

    I understand what you are saying about an attack “consuming” the Advantage buff - so what is the relevance of “2 turns” if the intention is that “only the assist” has advantage?

    It makes no sense at all - Advantage for 2 turns should mean advantage for 2 turns.

    KR Command shuttle grants Advantage for 1 turn - it works as intended and allows you to use it for a TURN not just an ASSIST.

    Advantage triggers on a attack the same way expose, stagger and foresight trigger on damage. KRCS does not call any attacks and thus advantage remains. Since an assist is an attack, Advantage is consumed immediatedly.

    If the target ally is dazed, it cant attack and advantage will remain.
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    Also helps future proof, if they release a ship with a basic that does no damage.
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    Yea thanks I read that if u cast it on a stunned ally they keep advantage.

    But the tooltip description is very misleading - in practice when used this talent does not grant advantage for 2 turns...the tooltip says..

    “Deal physical damage and call target ally to assist.” “If that ally is first order grant them advantage for 2 turns”.

    The assist element and the advantage element are distinctly seperate and should at a bare minimum allow the assist (w/o advantage) and the next move (with advantage).

    If not the description should read something like..

    “Deal physical damage and call target ally to assist under Advantage if target ally is First Order”
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    Also helps future proof, if they release a ship with a basic that does no damage.

    They already have this - its called Rex’s Arc-170 :D
  • Kyno
    32087 posts Moderator
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    So it looks like we have established that it's not a bug.

    There are at least 2 reasons that its worded that way:
    1- as stated the ally given advantage may not attack, i.e.- stun, daze,...
    2 - crit immunity on the target, the attack can still hit but it will not consume the advantage
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    Kyno wrote: »
    So it looks like we have established that it's not a bug.

    There are at least 2 reasons that its worded that way:
    1- as stated the ally given advantage may not attack, i.e.- stun, daze,...
    2 - crit immunity on the target, the attack can still hit but it will not consume the advantage

    So what you are saying is that even if an attacker has advantage and upon attack does not land a critical hit (e.g. due to crit immunity), the advantage is not consumed??
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    Kyno wrote: »
    So it looks like we have established that it's not a bug.

    There are at least 2 reasons that its worded that way:
    1- as stated the ally given advantage may not attack, i.e.- stun, daze,...
    2 - crit immunity on the target, the attack can still hit but it will not consume the advantage

    Hi thanks for taking the time to respond, v much appreciated.



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    fseixas wrote: »
    So what you are saying is that even if an attacker has advantage and upon attack does not land a critical hit (e.g. due to crit immunity), the advantage is not consumed??

    Advantage is consumed IF there is a chance of landing a critical hit, making that chance 100%. If it's impossible to score a critical hit(i.e. when the target has Crit Immunity), Advantage remains intact.
    Foresight has the same mechanics. If an attack can be evaded, Foresight is consumed and chance of evasion becomes 100%. If an attack can not be evaded, Foresight is intact. Same goes for Blind as well.
  • Bora
    440 posts Member
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    Bora wrote: »
    It is exactly how advantage works everywhere since its introduction. Whoever has advantage has x number of turns to perform an attack. As soon as that attack occurs the buff will be consumed/expires. Basically it gives a character/ship a 100% crit chance exclusively for one action that deals damage (unless the target has foresight, crit immunity or whatever negates damage) and it gives you x amount of turns to do so.

    I understand what you are saying about an attack “consuming” the Advantage buff - so what is the relevance of “2 turns” if the intention is that “only the assist” has advantage?

    It makes no sense at all - Advantage for 2 turns should mean advantage for 2 turns.

    KR Command shuttle grants Advantage for 1 turn - it works as intended and allows you to use it for a TURN not just an ASSIST.

    The description of the ability explains what the ability does, not what the buff does. It would be the same for foresight or whatever other buff/debuff. Take an ability granting health recovery for instance, it tells you how you get there and for how long, it doesn't tell you what health recovery does and how. Same thing here and for every other ability description. Only unique buff/debuff granting abilities add a description of the effect itself.
    I understand it may cause confusion cause some effects are self explanatory, like ability block, but that is the way descriptions are meant to be red.

    Hope it helps
    Res non verba
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    It's the same thing with foresight - if you get it for two turns, you don't keep it for two whole turns evading everything everyone throws at you, it goes away once it's served it's single-use purpose.
    THE SUPREME JAWA OVERLORD!
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