Broken skills

EugeneDF

Refugee
Version
V2.6 (b14)
Platform
Windows
When I level up the Intelligence Mastery perk to 5/5, the staff still doesn't charge. It's as if I have 4/5. I've tried various methods, such as reinstalling, dying, restarting, etc. It's been discovered that the Intelligence Mastery perk doesn't work at level 5 on version 2.6, but it works on version 2.5. I've checked the integrity of the files, but nothing seems to work. Have the developers made any changes?
 
Reproduction Steps
just level up your intelligence skill to level 5 and pick up the staff, and it will work like at level 4
Link to Logs
https://pastebin.com/0m6LCMGh
Link to Screenshot/Video
https://youtu.be/_gSqsDhuza0
Hi Eugene,

I looked at this one this morning and did not see anything unusual about the way the stun baton works. What you may have missed, tho, is that there was a change between 2.5 and 2.6 where the batons are no longer 100% charged all the time. It takes about 2 hits to charge the baton in V2.6.

Please let us know if this helps you with your question.

Best,
Dollie
 
Hi Eugene,

I looked at this one this morning and did not see anything unusual about the way the stun baton works. What you may have missed, tho, is that there was a change between 2.5 and 2.6 where the batons are no longer 100% charged all the time. It takes about 2 hits to charge the baton in V2.6.

Please let us know if this helps you with your question.

Best,
Dollie
This is exactly what it is. I've seen reports though on the Discord and on Reddit of Int. Mastery 5 still having the old description of always being charged for some folks who are on 2.6.
 
This is exactly what it is. I've seen reports though on the Discord and on Reddit of Int. Mastery 5 still having the old description of always being charged for some folks who are on 2.6.
I checked this morning and found the updated description, which states that the shock damage is increased by 300%. This is from the V2.6 stable release.

1776352497685.png
Post automatically merged:

That's true, but then why do you need level 5 mastery if it doesn't give you anything? It's a pity that intelligence has been fixed.
Hello EugeneDF,

In most cases, the baton is charged in two hits, and with the damage increase, the baton is still quite powerful. The only time I didn't get a charge on the second hit was when it killed the zombie.

Cheers,
Dollie
 
I checked this morning and found the updated description, which states that the shock damage is increased by 300%. This is from the V2.6 stable release.

View attachment 39032
Post automatically merged:


Hello EugeneDF,

In most cases, the baton is charged in two hits, and with the damage increase, the baton is still quite powerful. The only time I didn't get a charge on the second hit was when it killed the zombie.

Cheers,
Dollie
It's sad, but in the Russian localization, it's written like this. It needs to be fixed, thank you. Intelligence has deteriorated, and I no longer have control
 
Hi EugeneDF,

My apologies!

Localization for non-English languages is sent to a third-party company, which has not been completed yet. Now I understand where the disconnect is, and what was said in your original post above makes total sense.

This is probably what it should say? "Увеличивает урон от электричества на 300%."

Best,
Dollie
 
I checked this morning and found the updated description, which states that the shock damage is increased by 300%. This is from the V2.6 stable release.

View attachment 39032
Post automatically merged:


Hello EugeneDF,

In most cases, the baton is charged in two hits, and with the damage increase, the baton is still quite powerful. The only time I didn't get a charge on the second hit was when it killed the zombie.

Cheers,
Dollie
Dollie,

I need some clarification on this "new" Intellect Mastery T5 perk. Does this mean that you should see 300% damage (over not having the perk) per tick of the shock OR that the shock will do the same damage but last 300% longer?

Thanks!
 
The reason I ask the question is that I see neither in the results. Fine that you nerfed the stun lock feature of Intellect, but as the OP stated, you made the last point of Intellect Mastery not work in the change. Here is my evidence (sorry, can't do just screenshots for this bug).

Three Janitors (starting HP, stun baton simple attack, stun damage, total damage, final HP). First one with no perks, second two with Int10/IM5:

J1 (212 / -58 / 8 x-3 = -24 / -82 / 130)
J2 (215 / -87 / 8 x-3 = -24 / -111 / 103)
J3 (192 / -87 / 8 x-3 = -24 / -111 / 81)

So in both cases with IM5 the stun damage is exactly the same. Can you please either confirm this is fixed or move this to confirmed and open a ticket on it.

 
Thanks for your question, ahawksfan.

Intellect Mastery level 5 should be doing a 300% increase of the shock damage for the duration of the shock effect. It does not affect the base damage of the weapon.

This was tested in our internal V3 build, which is coming soon to public, I verified the increase from 2-3 DOT to 10 DOT while the biker was being shocked. While in debug mode (dm in console), I used the biker (large health pool + armor), stopped ai (numpad *), and aimed for the back. Aiming for the back rather than trying to do headshots allows for consistency.

Without perk, base damage 36 with shock DOT 2-3 hp
With perk, base damage 36 with shock DOT 10 hp

I hope this answers your question.

Cheers,
Dollie
 
Thanks for your question, ahawksfan.

Intellect Mastery level 5 should be doing a 300% increase of the shock damage for the duration of the shock effect. It does not affect the base damage of the weapon.

This was tested in our internal V3 build, which is coming soon to public, I verified the increase from 2-3 DOT to 10 DOT while the biker was being shocked. While in debug mode (dm in console), I used the biker (large health pool + armor), stopped ai (numpad *), and aimed for the back. Aiming for the back rather than trying to do headshots allows for consistency.

Without perk, base damage 36 with shock DOT 2-3 hp
With perk, base damage 36 with shock DOT 10 hp

I hope this answers your question.

Cheers,
Dollie
Thank you very much for the testing and post Dollie!

Any chance you also tested in MP mode?
 
So you replaced reliable Crowd Control with a meager Damage over Time. I also dumped it now, replaced with the bat, so I don't need INT early on.

The way I used it is when sledge or gun is broken, you can ragdoll and stun multiple mobs around you and get a breather to fix stuff or find a choke point. But now you just take too much damage so stuff is back before the last one is off you. It's just pointless now and DoT isn't gonna help anything.
 
So you replaced reliable Crowd Control with a meager Damage over Time. I also dumped it now, replaced with the bat, so I don't need INT early on.

The way I used it is when sledge or gun is broken, you can ragdoll and stun multiple mobs around you and get a breather to fix stuff or find a choke point. But now you just take too much damage so stuff is back before the last one is off you. It's just pointless now and DoT isn't gonna help anything.

Hi vylmen,

I get what you’re saying, and I’m not really trying to argue with you here, just offering a different point of view. I can definitely see why the changes feel bad if you were relying on the old crowd control/ragdoll style to create breathing room in bad situations.

The way I see it, the baton is still strong with the right perks and mods, but not as an “I win” button for big groups anymore. I use bows all game long, too, but I’m not expecting to clear an entire T5 POI with only a bow. Same with knives. They’re strong in their role, but not 100% effective in every situation. Feels like the baton falls into that category now.

Best,
Dollie
 
I use bows all game long, too, but I’m not expecting to clear an entire T5 POI with only a bow.
That's a bad comparison. I already used the baton situationally, not a one size fits all argument.

Fortitude and strength are pretty much mandatory early game. If you want the baton as a reliable crowd control option (which still doesn't mean you'll survive every encounter), you need to invest into INT early on as well and it takes quite a while to get to the level where it was reliable. You get a few perks along the way investing in INT, but now the end goal is defunct. Since the bat can also rag doll and uses Strength, you can save yourself a lot of points levelling up and the baton has only the stun time now to offset the point investment and it just doens't last long enough to warrant it. It went from my go to CC weapon to "maybe when I'm done with everything else, I'll level up the baton for flavour".

I'm not arguing for a roll back, just some perspective to how it affected my (and perhaps other people's) evaluation of it.
 
Hi vylmen,

I see where the disconnect is. My comparison wasn't really about assuming you would run bows or batons as a single weapon all game solution. It was more about the broader point that you can't realistically expect any one melee weapon or bow to carry you through every scenario without support from other tools.

The concern I was trying to raise was less about perk investment efficiency and more about how each option performs over the course of the game. Bows, batons, and melee all tend to get supplemented eventually rather than being used in isolation. Mind you, I am not saying that this was the reason the stun baton was changed; this is my own personal observation.

That said, I don't think this needs to be taken much further here. This feels more like a balance/design issue discussion rather than a QA issue, and QA is probably better kept focused on bugs and problems. If you would like further discussion, a thread in the general discussion area of the forum is better suited and more often visited by the developers than the QA area. :)

Cheers,
Dollie
 
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