Phasma's VM advantage drops after first attack

The tooltip for victory march says your team gets 50% turn meter and advantage for two turns. However, advantage is dropping on turn one if the character attacks. Is this a bug or the way it's always been?

Replies

  • The buff is used up when you attack. It has always been like this. Same for foresight and getting attacked, only works once then poof.
  • StarSon
    7405 posts Member
    Actually, I think originally it did stick for the full two turns, but that was before it was a guaranteed crit.
  • Olga
    1333 posts Member
    I've never seen advantage stick after an attack.
  • gunff
    287 posts Member
    long ago, advantage originally was ignore defense which lasted for 2 turns. when they re-did it to make it a guaranteed crit, they made it disappear after it is used, but they never changed the tool tips or descriptions.
  • Aero
    2972 posts Member
    It's not entirely useless to last for 2 turns. It means you can do a non attack move your first turn and still have advantage.
  • Originally Advantage let you ignore def but dropped if you took damage twice.
  • MBL_66
    2465 posts Member
    edited March 2017
    Aero wrote: »
    It's not entirely useless to last for 2 turns. It means you can do a non attack move your first turn and still have advantage.

    Also helps when you're attacking a unit with crit immunity, the advantage buff doesn't get used so you can still crit your next attack
  • Vertigo
    4496 posts Member
    MBL_66 wrote: »
    Aero wrote: »
    It's not entirely useless to last for 2 turns. It means you can do a non attack move your first turn and still have advantage.

    Also helps when you're attacking a unit with crit immunity, the advantage buff doesn't get used so you can still crit your next attack

    But Advantage does go away if the enemy dodges the attack. Has anyone tried using Advantage against an enemy w/ foresight and critical hit immunity? Just wondering if the evasion takes precedence or if the crit immunity is factored in.
  • Mewingloki
    515 posts Member
    edited March 2017
    Aero wrote: »
    It's not entirely useless to last for 2 turns. It means you can do a non attack move your first turn and still have advantage.

    Yeah it's definitely still an important clause.....Stunned allies is another situation I'm glad it lasts for a second turn hah.
    Post edited by Mewingloki on
  • scuba
    14034 posts Member
    Dev's explanation on advantage when it was changed to guarantee a crit


    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/comment/290936/#Comment_290936
    Some quick notes on the new Advantage and associated reworks:
    Advantage was indeed changed partially because it was just overwhelmingly effective once defense was a big factor in survivability--it felt silly putting all this effort into re-tuning the game to be less explosive if a high-burst character with old Advantage could crit and still 80~100% kill someone in one shot. The new Advantage was decided on because it had a big upside--while it's now harder to stack with other damage increases, it can act as an enabler for lots of on-crit mechanics. You can see this firsthand in several of the First Order character ability reworks, as they can now trigger many of their effects on a regular crit, independent of Advantage.
    Advantage will cause AoE attacks to automatically crit every target hit.
    Advantage will cause multi-hit moves (e.g. Rey's Flurry of Blows, Magmatrooper's Line of Fire) to crit each hit.
    Advantage will not help extra attacks, as they are, well, separate attacks. (e.g. Dooku's Hindering Press)
    Advantage is applied to the next damaging attack only. This means if you, say, use a healing/buffing ability that doesn't deal damage, it won't consume Advantage. It also won't be consumed if you're Stunned and lose your turn. This is why Advantage still specifies a duration--conceivably, if you stun-locked somebody long enough, Advantage would expire.
    By the same token, Advantage will still be consumed if the target Evaded your attack--it only 'cares' whether you did a damaging attack, not whether that attack succeeded.
    The only exceptions to 'next-attack-only' are Assists granted by Phasma's Fire at Will, which will refresh the Assisting ally's Advantage if they had it as soon as they finish the attack. This was a quality-of-life improvement to compensate for the fact that you don't get to decide who gets called for an Assist, which could cause you to expend Advantage undesirably, and that felt weird for the First Order leader.
    The "once per enemy" thing on First Order TIE Pilot's Keen Eye means that you can't gain Advantage from a single enemy falling below 50%, healing above 50%, and falling below it again; in general, this means that in PvP and Galactic War, Keen Eye will "only" grant Advantage 5 times per battle. "Only".
    First Order TIE Pilot's triple attack bug is actually definitely finally fixed as part of the reworks. (Probably.)
  • Scuba beat me to it. Almost a year since advantage was changed to its current form.
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