I filed a bug report relating to speed which was closed by development. I was told that is was not a bug and that "There are multiple helpful player made articles expounding on this, but the simplest answer is when multiple characters reach 100% turn meter at the same time, its random who gets to go first."
I honestly don't understand how this applies to the situation I described, so I am hoping someone can enlighten me.
My standard arena squad is as follows:
Lando (L)
Biggs
Wedge
STH
EP
For the purpose of this discussion I normally run Biggs at 173 base speed + 15 Lando Lead + 45 Wedge Unique = 233 speed. He is the fastest toon on my entire squad.
Another person on my shard (who I have to beat most days for a top 5 spot) runs the following squad:
EP (L)
Biggs
Wedge
STH
B2
His Biggs is 196 base speed + 45 for Wedge Unique = 241 speed. His Biggs is his fastest toon.
When I play this person, I find it useful to go first, therefore I switch two mods on my Biggs altering his base speed to 188 + 45 for Wedge Unique + 15 for Lando Lead = 248 speed.
My Biggs Speed 248 > Opponents Biggs 241.
Yet three out of the last 5 times now, MY OPPONENTS Biggs has gone first.
Keep in mind. This is the first action of the entire encounter. No other toon has gone to be able to manipulate TM.
If anyone can explain how this is NOT a bug and is somehow related to characters reaching 100% TM at the same time, I would be incredibly grateful.
Literally the exact same thing is happenning to me with someone in the top 10 in my shard. My Biggs speed is running at 238 which is faster than their 236 but he still goes first. Very annoying because it just flat out doesn't make sense.
EDIT: Apparently how speed works was changed a long time ago, and I completely missed that. What I wrote below should no longer be correct. That being said, it certainly doesn't seem to be working as intended, and now I'm utterly confused.
Essentially, what is happening is it still takes 5 "turns" (in quotes here because obviously at the beginning of the battle, no actual actions are taken until someone gets to 1000/1000 and can use an ability...so in this case, "turn" simply refers to "when turn meter fills for all 10 heroes," which I believe the game just processes and determines immediately & automatically) for your 248 speed Biggs to reach or eclipse 1000/1000 TM, and be able to do something . Unfortunately, it takes your opponents Biggs the same amount of turns, and thus they both reach "ready" status at the same time . At this point, it's an RNG roll for who goes first.
Visualize it like this:
Your Biggs: 248/1000 -> 496/1000 ->744/1000 -> 992/1000 -> 1,240/1000
Neither Biggs is ready to do anything by the 4th "turn," so everyone takes another...during which, they both become ready to do something at the same time (having both eclipsed 1000/1000 at the same time), and thus the RNG roll is initiated.
If you wanted to guarantee your Biggs went first, you'd need to push up to 250 speed. Then, it would only take 4 "turns" for you to reach 1000/1000, while it would still take his 5. Then there's no RNG...you simply just won the race.
If your sole goal in stacking up to 248 speed is to guarantee your Biggs goes first, you're wasting your time and probably not modding/composing/etc the squad as efficiently as possible. If you lack the ability to get Biggs to 250, you're not going to achieve said goal.
Essentially, what is happening is it still takes 5 "turns" (in quotes here because obviously at the beginning of the battle, no actual actions are taken until someone gets to 1000/1000 and can use an ability...so in this case, "turn" simply refers to "when turn meter fills for all 10 heroes," which I believe the game just processes and determines immediately & automatically) for your 248 speed Biggs to reach or eclipse 1000/1000 TM, and be able to do something . Unfortunately, it takes your opponents Biggs the same amount of turns, and thus they both reach "ready" status at the same time . At this point, it's an RNG roll for who goes first.
Visualize it like this:
Your Biggs: 248/1000 -> 496/1000 ->744/1000 -> 992/1000 -> 1,240/1000
Neither Biggs is ready to do anything by the 4th "turn," so everyone takes another...during which, they both become ready to do something at the same time (having both eclipsed 1000/1000 at the same time), and thus the RNG roll is initiated.
If you wanted to guarantee your Biggs went first, you'd need to push up to 250 speed. Then, it would only take 4 "turns" for you to reach 1000/1000, while it would still take his 5. Then there's no RNG...you simply just won the race.
If your sole goal in stacking up to 248 speed is to guarantee your Biggs goes first, you're wasting your time and probably not modding/composing/etc the squad as efficiently as possible. If you lack the ability to get Biggs to 250, you're not going to achieve said goal.
They changed this back in February, so it no longer works like that.
Essentially, what is happening is it still takes 5 "turns" (in quotes here because obviously at the beginning of the battle, no actual actions are taken until someone gets to 1000/1000 and can use an ability...so in this case, "turn" simply refers to "when turn meter fills for all 10 heroes," which I believe the game just processes and determines immediately & automatically) for your 248 speed Biggs to reach or eclipse 1000/1000 TM, and be able to do something . Unfortunately, it takes your opponents Biggs the same amount of turns, and thus they both reach "ready" status at the same time . At this point, it's an RNG roll for who goes first.
Visualize it like this:
Your Biggs: 248/1000 -> 496/1000 ->744/1000 -> 992/1000 -> 1,240/1000
Neither Biggs is ready to do anything by the 4th "turn," so everyone takes another...during which, they both become ready to do something at the same time (having both eclipsed 1000/1000 at the same time), and thus the RNG roll is initiated.
If you wanted to guarantee your Biggs went first, you'd need to push up to 250 speed. Then, it would only take 4 "turns" for you to reach 1000/1000, while it would still take his 5. Then there's no RNG...you simply just won the race.
If your sole goal in stacking up to 248 speed is to guarantee your Biggs goes first, you're wasting your time and probably not modding/composing/etc the squad as efficiently as possible. If you lack the ability to get Biggs to 250, you're not going to achieve said goal.
They changed this back in February, so it no longer works like that.
Has the way speed worked been reverted to the tiered method as outlined by HaronKhast as opposed to how EAJesse said it works within Dooku_for_days link?
Just a short question to rule out obvious other issues: Are you double checking the speed stat of your Biggs each time before battle and after switching mods? I'm just asking to make sure that this bug you have observed is not related to mods (e.g. they are not registered correctly after switching hence the lower speed).
Just a short question to rule out obvious other issues: Are you double checking the speed stat of your Biggs each time before battle and after switching mods? I'm just asking to make sure that this bug you have observed is not related to mods (e.g. they are not registered correctly after switching hence the lower speed).
Yes. Verifying both mine and the opponents speed stats each time.
I was thinking how speed is not affected by tiers after all the arenas i've done. Now this confirms it.
Back to topic, my character speed is 220 and I've lost to a 137 STH before with Lando lead. His bluff procs is the only thing I can think of. This happened 2x already today on the same player fight. Really dumb imo lol..
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Essentially, what is happening is it still takes 5 "turns" (in quotes here because obviously at the beginning of the battle, no actual actions are taken until someone gets to 1000/1000 and can use an ability...so in this case, "turn" simply refers to "when turn meter fills for all 10 heroes," which I believe the game just processes and determines immediately & automatically) for your 248 speed Biggs to reach or eclipse 1000/1000 TM, and be able to do something . Unfortunately, it takes your opponents Biggs the same amount of turns, and thus they both reach "ready" status at the same time . At this point, it's an RNG roll for who goes first.
Visualize it like this:
Your Biggs: 248/1000 -> 496/1000 ->744/1000 -> 992/1000 -> 1,240/1000
His Biggs: 241/1000 -> 482/1000 -> 723/1000 -> 964/1000 -> 1,205/1000
Neither Biggs is ready to do anything by the 4th "turn," so everyone takes another...during which, they both become ready to do something at the same time (having both eclipsed 1000/1000 at the same time), and thus the RNG roll is initiated.
If you wanted to guarantee your Biggs went first, you'd need to push up to 250 speed. Then, it would only take 4 "turns" for you to reach 1000/1000, while it would still take his 5. Then there's no RNG...you simply just won the race.
If your sole goal in stacking up to 248 speed is to guarantee your Biggs goes first, you're wasting your time and probably not modding/composing/etc the squad as efficiently as possible. If you lack the ability to get Biggs to 250, you're not going to achieve said goal.
What was it changed to? We need a link!
Or did they......
Crap, they did? How the heck did I miss that??? How does it work now?
Exactly. Which is why I cannot see how my scenario is anything BUT a bug!
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/11842/speed-changes-and-poe-dameron#latest
Has the way speed worked been reverted to the tiered method as outlined by HaronKhast as opposed to how EAJesse said it works within Dooku_for_days link?
Yes. Verifying both mine and the opponents speed stats each time.
Back to topic, my character speed is 220 and I've lost to a 137 STH before with Lando lead. His bluff procs is the only thing I can think of. This happened 2x already today on the same player fight. Really dumb imo lol..