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[Engineer] What Abilities the turrets really Buff

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Glorian
Posts: 5004

[Engineer] What Abilities the turrets really Buff

Post#1 » Tue Dec 13, 2016 11:20 am

Hmm, somehow I cant make a new topic or change my post in Changelog Thread.
So I need to post the current state here again.

Flame Turret
I made some tests on the increased AoE Range of the Flame turret.
Increased AoE Radius works on the following abilities for sure:
Static discharge
Fricition burn
Blunderbuss Blast
Barbed Wire
Frag Grenade (Extra Powder Tactic is still broken on Frag Grenade. So doesn't stack.)
Acid Bomb (stacs with Extra Powder tactic.)
Self Destruct (Only if used with Flame Turret and Flame Turret Buff)

Increased AoE Radius DOES NOT increase the following AoE Abilities:
Lightning Rod (Bugtracker Ticked closed: Devs say works as intended)
Keg (Bugtracker Ticked closed: Devs say works as intended)
Napalm (Bugtracker Ticked closed: Devs say works as intended)
Landmine (Bugtracker Ticked closed: Devs say works as intended)
MAGNET (Enemies which are on 65 feet are affected. No increase or decrease on pull range. Snare Range need test.)

No current tests on:
Flashbang
Phosphourous Shell
Sticky Bomb
Strafing Run
Shock grenade

-
Tests on AoE Cap increase.
Get Increased AoE Cap:
Static discharge (Hits 11 npcs. So AoE Cap was increased.)
Fricition burn
Blunderbuss Blast
Frag Grenade
Get NOT increased AoE Cap:
Ligthing Rod (Still hits only 9 npcs max.)
Keg
Napalm

-

Grenade Turret
Decreased Dot Time WORKS on this Abilities
Frag Grenade (Full Buff from 15sec to 9sec, from tic 3 secs, to tic 1,8secs, still 5 tics total, same damage)
Acid Bomb (Full Buff from 21sec to 13sec, from tic 3 secs, to tic 1,85secs, still 7 tics total, same damage)
Sticky Bomb (Full Buff from 15sec to 9sec, same damage, not tested the activated ability.)
Friction Burn (Full Buff from 9sec to 5sec, from tic 3 secs, to tic 1,66secs, still 3 tics total, same damage)

Decreased Dot Time DONT works on this Abilities
Incendary shot (Works as intended I guess. Change log says Grenade and Tinkerer Dots decrease.)
Signal Flare (Works as intended I guess. Change log says Grenade and Tinkerer Dots decrease.)
Keg (Is a Tinkerer dot but isn't affected)
Lighting Rod (Rod makes 4 hits, one every 3 secs. Before and after Grenade Turret Buff.)
Napalm (Napalm makes a hit every 2 secs. Before and after Grenade Turret Buff.)

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Karast
Posts: 554

Re: [Engineer] What Abilities the turrets really Buff

Post#2 » Tue Dec 13, 2016 1:11 pm

the thing to keep in mind is that abilities like keg, napalm, and lightning rod are not considered dots / works.

Napalm is a bit unique that it gives an icon but it is not a dot on the enemy player so they are really in their own category of abilities.

Have you tested the flame turret abilities for the target increase? I am curious if they pets are gaining from their own mechanics. Gun turret does, grenade has no dots, if the flame turrets dps abilities gain the increase number of targets that would be interesting.

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Grunbag
Former Staff
Posts: 1881

Re: [Engineer] What Abilities the turrets really Buff

Post#3 » Tue Dec 13, 2016 1:14 pm

Lightning rod was supposed to have increase aoe radius / cap isn't it ?
Why magnet is not affected by aoe cap / radius ?
It's great to have increased aoe radius / cap for self destruction but actually the ability is useless since we can't use it in the magnet rotation cause of the 4 stack losing when we use self destruction . Is that possible to not affect the 4 stack lose to self destruction and fix magnet / lightning rod aoe radius / cap ?

Édit : aoe radius / cap increase is only for dots ? (Maybe I miss that point)
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Glorian
Posts: 5004

Re: [Engineer] What Abilities the turrets really Buff

Post#4 » Tue Dec 13, 2016 1:21 pm

Yes. Explanation in bugtracker ticket was only dots got it.

Lightning rod is unaffected by both.
Aza was thinking about Range increase.

@flame AoE cap:

Need to check it.
But it was already Harding Aggroing 14 beastmen on me and then don't die before I could activate the AoE Danage.
Could be difficult to test on turret. ;)
Edit: Just have an idea. Need to check.

@magnet:
The pull range is unaffected. Haven't tested the snare effect Area which comes after the pull.
Last edited by Glorian on Tue Dec 13, 2016 1:26 pm, edited 1 time in total.

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Grunbag
Former Staff
Posts: 1881

Re: [Engineer] What Abilities the turrets really Buff

Post#5 » Tue Dec 13, 2016 1:25 pm

Lightning rod has no range , it's deployed at engineer feet .
Ok i understand why some abilities got no increased aoe .
Anyone is playing the grenadier path that can make a feedback of how turret changes the path ?
Last edited by Grunbag on Tue Dec 13, 2016 1:28 pm, edited 1 time in total.
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Glorian
Posts: 5004

Re: [Engineer] What Abilities the turrets really Buff

Post#6 » Tue Dec 13, 2016 1:28 pm

Grunbag wrote:Lightning rod has no range , it's deployed at engineer fit .
Ok i understand why some abilities got no increased aoe .
Anyone is playing the grenadier path that can make a feedback of how turret changes the path ?
What do you mean change? The new mobile Grenadier or which abilities are affected?
Abilities are above.

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Grunbag
Former Staff
Posts: 1881

Re: [Engineer] What Abilities the turrets really Buff

Post#7 » Tue Dec 13, 2016 1:29 pm

Glorian wrote:
Grunbag wrote:Lightning rod has no range , it's deployed at engineer fit .
Ok i understand why some abilities got no increased aoe .
Anyone is playing the grenadier path that can make a feedback of how turret changes the path ?
What do you mean change? The new mobile Grenadier or which abilities are affected?
Abilities are above.
I mean how is the gameplay with the mobile part and the dots aoe increase ? You already list the abilities, we have so much feedback about how gunturret and flameturret buff change engineer but not so much about how bombardment turret buff change engineer
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Tesq
Posts: 5713

Re: [Engineer] What Abilities the turrets really Buff

Post#8 » Tue Dec 13, 2016 1:46 pm

glorian did you had a page white saying that you do not have permission php etc?
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Glorian
Posts: 5004

Re: [Engineer] What Abilities the turrets really Buff

Post#9 » Tue Dec 13, 2016 1:55 pm

Bombard Turret is also in first post.

From the bombard buff only 4 abilities are affected. For Grenadier gameplay. Please make a new thread. Want to keep this clean. ;)


@tesq: yes I had it several times. Then I removed some lines I had made out of ---.
Maybe forum classified it as spam.

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Tesq
Posts: 5713

Re: [Engineer] What Abilities the turrets really Buff

Post#10 » Tue Dec 13, 2016 6:49 pm

i hade that problem whan i traied to copy/paste from my win 7 notpad. You needed to re wrote all by hand.
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