Testudo is bugged
Old 04-04-2010, 01:03 AM   #1
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Default Testudo is bugged

I can one shot some people with testudo and the numbers dont make any sense , i get around 21% less than the testudo should give( always the same numbers)

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Last edited by Sanluciferr; 04-04-2010 at 01:06 AM..
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Old 04-04-2010, 01:10 AM   #2
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One more example, my alt have a lvl 9 epic shield and his testudo is lvl 17.



Some people is saying over there that u cant do maths which i dont believe it, so it must be a bug in the code, check it please.
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Old 04-04-2010, 01:14 AM   #3
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Also, allow me to continue with this, in your post you added something "Note: Rare shields count as +5 their listed level and epics +10" we are missing that as well.
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Old 04-04-2010, 01:15 AM   #4
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can a lvl 9 shield support testudo 17?

but either way still looks bugged to me nice find
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Quote:
Originally Posted by Glitchless
There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
  • Watch TV -5%
  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
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Old 04-04-2010, 01:17 AM   #5
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should support 19 testudo, however it is not working as it should.
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Old 04-04-2010, 01:27 AM   #6
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Thumbs up Good job finding this out you uber caster mother fcehi
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Old 04-04-2010, 01:38 AM   #7
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Looks legit and correct but I get the feeling Glitchless will have something surprising to say about it, hopefully not though.

Since Testudo does half in value every 5 seconds, which is -10% value per second (I'm just assuming) and since combat is initiated the exact moment a duel is accepted it's impossible for you to cast before 2(possibly 3) seconds pass by, due to the "fade in".
That is unless it only halves in value at 5 second intervals of course, up to Glitchless to answer that though.



1000 fading damage shield halves in value every 5 seconds.
1 second = 900 dmg shield
2 second = 800 dmg shield
3 second = 700 dmg shield
4 second = 600 dmg shield
1000 - 50% = 500 (5 seconds)
6
7
8
9
500 - 50% = 250 (10 seconds)
11
12
13
14
250 - 50% = 125 (15 seconds)
16
17
18
19
125 - 50% = 75 (20 seconds)

Last edited by Relic; 04-04-2010 at 01:43 AM..
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Old 04-04-2010, 01:43 AM   #8
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Imagine that it halves, it still doesn't make sense; check the numbers.

Also what about the part of "Note: Rare shields count as +5 their listed level and epics +10" that says in the description of Testudo,when the skills of the adept came up.
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Old 04-04-2010, 02:20 AM   #9
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I wonder if the testudo calculation uses a base value damage rather than actual value. In other words, if something else is causing a damage reduction, the testudo is based on the damage before the reduction? Just random speculation.....


I assumed the absorption shield halved at 5 second intervals, with no in between decrease. But if there is an in between decrease it's probably not linear.
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Old 04-04-2010, 04:02 AM   #10
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Now I always assumed it worked in this way.

Without any damage being received, your testudo would stay the same for 5 seconds, then halve and stay the same for another 5 seconds, then halve and stay the same for another 5 seconds.

When you do take damage in the 5 seconds, then at the 5 second mark when your testudo is supposed to be halved, it is half of what you had left, not half of what you started with

(seems to make sense because if you think about it: if you fight someone with 1700 testudo points, without any damage it would be 850 testudo points after 5 seconds, but what if someone takes out more than 850; then your testudo won't go up; it will still go down).

I think that after 5 seconds, it simply halves what you have left, not what you started with.
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Old 04-04-2010, 04:06 AM   #11
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yes it only halves what u have left but this was he started battle hit him with a gem instantly so there was no chance for it to halve
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Quote:
Originally Posted by Glitchless
There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
  • Watch TV -5%
  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
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Old 04-04-2010, 06:10 AM   #12
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Testudo halves after 1 second. If my alt offer duel to me and i cast a gem right away it absorbs always absorbs 644, if i wait 1-5 second(s) it goes down to 322(half), if i wait 6-9 seconds it goes down to 161(half)...
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Old 04-04-2010, 06:44 AM   #13
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There is an innate cap on fading damage shields that prevent them from being any higher than twice your hitpoints.

There is also an innate cap on normal damage shields that prevent them from being higher than your total hitpoints.

This is working as intended.
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Old 04-04-2010, 06:50 AM   #14
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Why were we never told this?
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Old 04-04-2010, 07:37 AM   #15
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Quote:
Originally Posted by hotshot64
Why were we never told this?
My question as well!

So Glitchless, you simply "forgot" to inform us of this, that would have possibly saved many of us tons of trophies from being put in testudo and blocking and wasting exp that could have been better spent?

Ok, while we're at it, any other caps we should be aware of?

So essentially, most people with the 88 shield and up, with matching testudo, could be essentially ****ing themselves over?

I love how people can have build choices.
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Old 04-04-2010, 10:47 AM   #16
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Quote:
Originally Posted by Glitchless
There is an innate cap on fading damage shields that prevent them from being any higher than twice your hitpoints.

There is also an innate cap on normal damage shields that prevent them from being higher than your total hitpoints.

This is working as intended.
That's.... a pretty huge bomb to drop out of nowhere.

What you're saying is that if you have a char with 500 hp, he will never have an effective testudo higher than 1k (level 10, effectively), which means that someone who has a level 5 toon and worked hard and got a level 17 sheild and level 17 testudo and figured that he could put all his stats into damage instead of hp just got owned (yes, one of my alts). If this is the way it works, then so be it, but I feel like I should have been told there were extra rules.
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Old 04-04-2010, 10:59 AM   #17
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Quote:
Originally Posted by Relic
I get the feeling Glitchless will have something surprising to say about it.
*Drumroll*
Aaaaannnnndddddd... here it is.


Quote:
Originally Posted by Glitchless
There is an innate cap on fading damage shields that prevent them from being any higher than twice your hitpoints.

There is also an innate cap on normal damage shields that prevent them from being higher than your total hitpoints.

This is working as intended.
Win.
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Old 04-04-2010, 11:20 AM   #18
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You are out of your mind Glitchless, i have wasted a lot of xp in penalties once again and you come up with something like this ? Where is your common sense pal...
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Old 04-04-2010, 01:25 PM   #19
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common sense? TC sales. Income. Madness. Instead of telling the truth about game skills in the game, he waits until you dump a TC or two into a skill

I like it. Thumbs up on business sense

Oh my stock is actually gaining 11% but you told me only 6% where did that 5% go huh pal? Oh "stock broker hidden fees" lol
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Old 04-04-2010, 04:44 PM   #20
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so nevermind the alts that overlevel..... are you saying that a lvl20 with a 25 sheild and 25 testudo (fairly common) cannot get a 2500 damage sheild unless their hp is 1250? Because frankly, I know a LOT of people with 25 sheilds and 25 testudo, and few of them have 1250 hp. Why in the universe would this cap get created, nevermind withheld from the players?
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