#Ricochet bug; double hit
863 messages · Page 1 of 1 (latest)
Say your using this pilot talent with a punisher, only targeting 1 module on the enemy. 15% of the time, you'll just also damage the other 5 modules, but it doesn't do any bonus damage to the same module, so ricochet shouldn't make them actually die any quicker, right?
While this is what the description implies, it is not what actually occurs. When Ricochet procs (meaning the 15% rolls successful), it also damages the module it bounced from again, in addition to the other 5 modules. When Ricochet procs, the module that was hit originally will take double damage. This was first discovered by fishstickers in her post here #1402488151041118249 message.
Evidence
Exhibit A
In the following two screenshots, you see a singular Shocktrain hit doing 4,746 damage, then 33,222 damage when it procs ricochet. This is 7x the damage (33222/4746) instead of 6x the damage, indicating its either hitting another module again, or splitting the extra 100% damage between all modules equally.
Hypothesis: The extra unexpected 100% damage is specifically targeting the same module it bounced from, and nothing else. This would yield: Ricochet chance x Ricochet bonus damage (15% x 100%) = 15% average DPS
Full video evidence also attached. https://cdn.discordapp.com/attachments/1402488151041118249/1402488155155857508/Ricochet_700.mp4?ex=689dfba1&is=689caa21&hm=8860ccc8195167904a0a5bdb2954c06abb0d3aef2a7c0bfed9bced58fec5c725&
Exhibit B
In screenshot 1, no pilot was used, and the time-to-kill (TTK) was 58.58s. 35 bullets remaining out of 100 in the 6th clip (565 bullets to kill).
In screenshot 2, Sora Sing was used with Ricochet, and 4 other talents that do not affect DPS, resulting in a TTK of 49.46s. 3 bullets remaining out of 100 on the 5th clip (497 bullets to kill)
Full video:
https://cdn.discordapp.com/attachments/1403581361163473038/1404957937192931389/punisher_ricochet.mp4?ex=689e660b&is=689d148b&hm=4f3475cf625c9bbd2f0c113a3a883a331c1c9a1b43a5228453e65133aa647e0c&
Note: Orochi torso's Echo Barrage ability was used to remove shields first, as Ricochet can not affect shields.
Results from evidence
With Ricochet, the TTK is 15% shorter (1-49.46/58.58), indicating an 18% increase in DPS (58.58/49.46-1), though the fixed ~5s reload makes a TTK comparison not perfect. More precisely, the # of bullets to kill is 12% less (1-497/565), indicating a ~14% DPS increase (565/497-1) that ignores the reload time.
Conclusion
This ~14% single-target DPS increase matches the 15% DPS that you would expect to gain if the hypothesis is correct- Ricochet is hitting the module it bounced from twice, in addition to all other modules once
Potential solutions
In a recent CM announcement (#📢│announcements message), the following was stated
However, many of your ideas would require significant development and testing time, and we’d like to respond to the live meta as quickly as possible.
Understandable- as such, I have provided one option that involves development hours, and another option that is strictly a numerical & description localization edit.
Option 1
Change: Ricochet no longer hits the same module it bounced from.
Functional Result: Single target DPS is no longer 15% higher (on average). Total damage across all 6 modules from a single ricochet proc reduced by 14% (7x to 6x).
Option 2
Change: Description is modified to have the word "other" removed:
When Sora deals targeted damage directly to an enemy module, there is a X% chance that the damage will ricochet into all
othermodules
Odds of ricochet are lowered from 15% to 8% to compensate for the mechanic remaining as is.
Functional Result: Odds of Ricochet occurring lowered from 15% to 8%.
How to reproduce
- Equip the Ricochet pilot talent, present on Sora Sing (premium) and Ratchet Thompson (common)
- Use any weapon (ghost turret and ares' wrath' retribution count)
2.5. OPTIONAL: Equip Locusts for extra abuse - Get lucky
Credit
Credit to @knotty summit for recording the evidence and discovering the bug that led to this follow up research.
bump
.w.
Bump this needs fixing especially for locust damage over time
Fr
Bump
Bump
As a flanker I literally got shot one time and it took him from 100% to dead
With one shot from the dot damage
Bump
Bump, WRF Team always been so talented on making new bugs when trying to change their code.
Hello there, I wanted to update you on this bug. It was reported to the team, and the expected fix is planned for no earlier than the next season.
@mortal dagger Does its mean battlepass season (20day left) or rank season(50+day left)?
It's unclear for now whether the fix will make it into version 1.3 or a hotfix shortly after. What I can say is that it will be addressed in one of the upcoming updates starting with 1.3
oh so its battlepass season
this isnt an old thing. ive been using ricochet on punishers for ahwile now. the ttk difference is huge, and always has been huge
what is new is that its ricocheting back to the initial target module now, so its double hitting the initial target module from 1 ricochet hit now since ricochet got updated.
here's the video that shows that
#1402488151041118249 message
so my fury still has the same ttk as it always did
so i havent noticed anything
its still 7.14 seconds
have u compared videos of old ricochet trigger damage vs new ricochet trigger damage?
here is a old screenshot
this one isnt even ricochet?
nope, same bot
different paint
ratchet
infact the top one is upgraded
ok if i use level 13 punishers there is a huge difference from level 8
level 13 with ricochet
hows without now?
let me check
faster???????
huh????
these are the level 8s
what
ok let me toss the 13 on
no just use the same exact bot as here but take off ratchet
so there's no other modifiers
i did
im also testing levels
level 8 without rachet was .1 seconds faster
at 7.03s means its 0.55s slower?
comparing to level 8 its .1 faster
to level 13 its .55 slower
level 13 without ratchet
im now really confused on how its faster at lower levels without ratchet
should rephrase what i mean, the difference at level 8 while takes longer then lvl 13, is shorter in terms of its level bracket.
does it have a pilot that is applying modifiers to its reload, dmg, etc?
no
and it wouldnt have mattered
max without ricochet would be 7% vs 15%
reload doesnt matter since its on a fury
maybe there are stats we cant see on weapons?
easiest way is if you have a video of triggering old ricochet and you look at the ricochet damage tick vs now triggering new ricochet damage tick
https://cdn.discordapp.com/attachments/186253537473200128/1409748904131559495/ricochet_balanced.mp4?ex=68ae827a&is=68ad30fa&hm=dbfe0b2f313e90e28065ec7be44ab1d969a1ce345da053e1cb506111cca81788&
ricochet bug being exploited to deal double damage on sniper weapons (shocktrains in this case)
Wondering why i got 1 shot.
I wonder how good the ricochet With the new gun
With 3 guns on a crit ive seen 15k
Huh
Without it. Its around 9k to armor
If all 3 crit itll do double damage
Max of 18k
Against the initial module, it's an average 15% damage increase.
1 + (0.15 * 1)
Obviously it can end up being more meaningful than that when hitting the "wrong" module (i.e. one other than the weakest), since it's basically giving you a 15% chance to damage the "right" module regardless of which one you hit. On-paper damage will also be higher too obviously, from all the other modules getting hit.
How much it reduces your time to kill goes up a lot when using multi-projectile weapons with spread, though, which normally would have a hard time focusing their damage on a single module in the first place. Now all those projectiles that would have been doing nothing to decrease the time to kill (hitting modules other than the weakest) all have a 15% chance to contribute to the actual, meaningful damage. It also makes a very large difference for things that work off of total on-paper damage, too, like Maximizer, or Fenrir's lifesteal.
I do hope they fix the bug sooner than later, and reconsider having it affect DoTs. Ricochet affecting DoTs just feels gratuitous and redundant, considering the existence of Chemical Hazard, and doesn't make a lot of logical sense, either. What exactly is "ricocheting around inside the mech" when a tick of acid or fire procs the effect?
Perfect write up, your exactly correct
Almost
Seeing “fixed bug” and “ricochet” in the same sentence got me so excited
Fr..
That one was certainly a surprise. I feel like calling that a bug isn't even accurate in the first place; a typo would even be a stretch. It's like they simply forgot that Ratchet Thompson already existed when they created Sora Sing, and updated the text of "her" signature skill.
Omg thats how i kept getting killed by those people using crutches..
Makes sense now
I don’t think yall know how ricochet works! Everytime you hit a module with a bullet fired per module of your own you get a 15% chance to ricochet to all modules. This does not double the damage. The same amount to one module per bullet is then done to all modules.
This also does NOT count for burn damage or abilities done by torsos. Please read and test! Y’all keep complaining about stuff that isn’t real. Also the hero pilots ALL have another pilot that do the same thing. If you’re just noticing this then stop now! The point of hero’s is to have versatility on all skills to change. Sora sing godly ability is the fact she can combine the corrosive/ burn duration and damage with ricochet. Learn the game
💀
0/10
ragebait used to be believable.
Im replying anyways
Im not gonna make you believe me off words alone; read the top post, it has all the possible evidence you could need
It’s so simple to check, too.
Destroy enemy in shooting range without using ricochet.
Write down TTK.
Destroy same enemy in with the same weapons in the shooting range with ricochet.
Compare TTK to previous TTK.
Yep; if the ttk is literally any different at all, its hitting the same module twice
IT SAYS TO ALL MOGULES!!!!!
It’s suppose to do that
That isn’t double damage that is literally in the text dudes READ!
So you’re saying it makes sense to have this pilot skill function the exact same as the sharpshooter skill, but simply better?
Close
You’re literally complaining about a 15% chance
Aight, have fun with this guy, Sur.
Theres a very distinct difference
🫡
Have you had a chance to READ!! this reply yet?
Yall wonder why yall struggle at the game lol 😂
Ok
So, thats a no then?
What’s yall in game name lol I want to face yall and turn yall into jokes! Yall can’t play the game so you complain about everything
Yall can’t read and complain about a 15% chance to ricochet in all modules
Are you this bad at baiting or are you genuinely blind?
Read the last 3 words in that screenshot
Type it here
It doesn’t double the damage bud
It literally doesn’t pop up all multipliers on damage
Talk after you do this
Yall just raging bc yall suck at the game
Whats your name?
Literally the name you see
lol prob don’t see me bc you’re too low of a rank
I only play noachium 6 stack lobbies
😂
in emerald
“too low of rank”
doubt
So you face bots
You literally can’t find 6 stacks anymore so you wait for 5 min t9 face bot:
On NA theres not bots in 6 stacks
Just on asia
What league are you btw?
Bronzes usually dont know how to read but silvers are better at rage baiting i think
Type yalls in game names lol
Which one you think @viscid mirage ?
Bud your lookin at em
I think you’re right with gold, but maybe they clawed their way up to plat
Doubtful, you play solo queues on NA cdntral right? Youdve seen em
Funny what this thread devolved into
Ikr
I’m not good with names
I mean hey trolls also dont know how to read often
It could be both idk
No pressure if your gold though, its alr
We all been there
I think the teacher is gonna yell at us
Fishy is a knower, dw :)
The fact yall say yall never seen my name shows yall don’t play much. Was top 30 in the world last rank and still known as one of the top players. Y’all can’t handle better people
Havent answered us yet btw
Top 30 out of like 3k. Nice 😎
Whats your league
Top 30 at whaling 🫡
And having no job probably
Omg lol 😂 yall are just sad
Anyways…
We’ll keep informing the devs about bugs and you can keep crying about how everyone is crying. Deal? Deal. 🤝
I’m in now get on lol
I got shit to do. You ain’t that important😭
Trolls: “Yall are wrong because x!”
Sanity- heres proof of x
Trolls: im not gonna read that part- your wrong!!
I should’ve left the house 5 min ago but I was distracted by this chat. lol
Good luck with your matches. 🫡
Yall cowards that you won’t put your tag here lol it’s okay enjoy sucking at the game
We already told you our name..
Oh right i forgot, they cant read
Fair enough, I suppose
I’m literally typing as I’m playing lol and still winning matches
So recap on your names lol
Scroll up
Sur, you’re right. He’s gold
Gold, trolling, inability to read, says he was top30 but cant prove anything
As if that impacts his ability to make educated decisions
Or partake in the conversation
Anyways, later. Ill welcome a conversation after you read the last 3 words here
Bros names are sur and Rynen I’ll make sure to have all too players look for yall and make you suffer lol 😂 yall just suck at the game and have to find things to complain about! Yall prob complained about locus too I bet 🤣
I’ll look for y’all don’t worry
🤣😂🤣😂🤣😂
Gotta get to noachium and find 5 friends first
Lmao yall don’t really know who I am and it’s funny
Yall play 6 stacks bc yall suck lol
Soloque and I bet you’ll run into all matches and rage
@knotty summit mind hopping in here? Derailing the thread, unable to argue, pointless trolling, etc.
Cant forget unable to read*
Hahaha fish sticks knows me lol
Do yall play with kinggio or any top players 😂
Yall are sad
I’m already taking to a few guys and they know you SUR lol 😂 you’re a no body
Whenever hes on yep, hes another 14yo around here with an even bigger and wallet than you
Tell em to focus me
Get that ego goin brotha
Yall sad
14 yo’s when theyre unable to make an argument: quick bois, join me in here!
Hiya suns 👋
It do be crazy how high you can get in the lb by reaching into mommas purse
theres no need with the personal comments here, but since the mesa/locust bp update, ricochet's mechanism did get changed.
it went from originally ricocheting to all other modules to ricocheting to all modules, which means its hitting the initial target module again for a second hit from one shot
I had written all about its new mechanisms changes here with videos and explanation for proof:
#1402488151041118249 message
i never see them and i mostly play on NA
its alright; he cant make up his mind on if all his friends know me or if im known by nobody. I genuinely thought it was a troll at the end there, nobody makes this many consecutive incorrect objective statements.
it's just immaturity. best ignore & let them boil.
agreed
Mhm totally
Let's move on please. There is no need to fuel the flame again.
Soooo how's the weather?
"...all other modules..."
Still shocked they went through with this change.
Hi there, sorry the fix didn't make it into today's update. I'll check if there's a chance it will be addressed in the next hotfix.
Isn't this supposed to be fixed in Season 3?
I will be a very happy man if its out next hotfix
John War Robot will be very pleased
It getting fixed?
Peak
That someone who's never touched or used that ability I'll be happy to use it finally
Cuz I'm one of those people who never use stuff that's overpowered or broken until it is nerved
@grim thunder can you pin these messages? Seen some ppl enter this chat but not see the important bits
Orig post / evidence: #1405942904781803561 message
How it affects gameplay: #1405942904781803561 message
CM response: #1405942904781803561 message
Patch notes have no mention of fixing the Ricochet bug in the bug fixes section. The balance changes section mentions nerfing the trigger chance from 15% to 10%. Surely that is not their idea of "fixing the bug", is it?
💔
It really doesn't feel like that "fix" needed this many months to cook. Really hoping (but not necessarily expecting) that they just forgot to mention the actual fix, or that it somehow got delayed even further into a follow-up hot fix or something. This is pretty ridiculous, though I guess not entirely different than how they handled the Griffen.
This is ridiculous, I've been keeping an eye on the game to see when this is getting fixed so I might consider start playing again. Can't really say that I got much hope anymore after seeing that all they did was reduce the chance from 15% to 10% which utterly ignores the entire problem with the talent in the first place.
Yeah. Disappointing.
Its also not enough to keep it out of the meta
Very dissapointing
Buff locust
Ricochet bug; double hit
Buff locust
Nerf bisectors

Only if they buff Ceres back
Nerf ravana cd
Hmmmmm
Buff moxie
Buff locust
Buff locust
if they buff locust before fixing ricochet bug I will quit this game
I'm just won't pay money
What?! Ricochet bug not fixed in season 3, just a lazy chance decrease! Sheesh.
Seems unlikely to change at this rate 🙁
How’s ricochet going btw
Buff locust
Buff locust. Remove ricochet
If that's the case then sure :p
honestly ricochet should just be reworked to a 10% chance to hit the same part once
instead of hitting every part
Just make it exclusive to flame and corrosive
We have some skills that are like that
i think itd be better for only ballistic weapons
corrosive already has a specific t5 quirk irc.
ballistic is the only one that doesnt
so much variance in any given skill is not fun for anyone
10%^2 or 15%^2 to 1tap someone, still frustrating regardless of the frequency
both crit chance pilot skills should be removed, but they probably won't do that.
Wait now that i think about it ricochet is literally crits
Omg
crit chance has no counterplay and I wish it didn't exist in pvp games.
Why should DOT have crits??
Locuts should be a good gun without ricochet yet its horrible
I only just realized how much worse it is that DoT can crit. At least you can avoid direct damage. DoT is already attached to you and you have literally no way of avoiding it.
Dot crits are why i keep dying in my snipers
Why i quit until locust was nerfed
Ricochet needs a rework so it isnt literally constant crits
From what ive seen with gio using their locust ricochet its op with it cause of how many pellets it shoots then the dot from all of the different pellets
the DoT isn't affected by the number of pellets. you just need one pellet from each gun for full DoT. (unless they finally fixed DoT)
Locust DoT is op with ricochet because it affects individual parts and therefore has up to 6x higher chance to trigger crits.
Yerp
Dot crits os why locust was so Abusable anyways
Yeap
I pointed out something similar to this and I basically got shot at lmao
lm hidden f ao
Crossout lol
Horrible without ricochet is correct
Calm down with my locust :p
Nerf bisectors then we talk
Bisectors does insane amount of damage
I tried purifier with 4 bisectors and i did 60k a pop 🙂
yeah but it also requires a modicum amount of aim even with ricochet
with ricochet locust you can close your eyes and sneeze blindly and they still die
So you want to compare a bisectors weapon that can brawl when locust can not?
Like there's counters and stuff
Overall nerf bisectors and suppressor :p
That's a thing?
There's a heavy build
Try with Washington lol
My lord the duration and damage boost
Ravana legs with 4 bisectors and no modules
I run the default assault lakes you get the beginning of the game with tyr Raven shoulders and four bisectors
With Sprint reactor and iron vlit
How was it?
Once you start getting maximizer going you just rip and tear until it is done one after another after another
I should probably get a pilot that kills someone for 7,000 armor every time I kill someone in close range
Maximizer is extremely good
But it's either I get infinite shield or I get infinite armor and I have tyr so I went with infinite shield
Four out of my five robots are combat medics
Medics are always needed
Exactly
I remember season 1 when people started using heal and that actually help the tide of the battle
Mhm
One side without heal tend to lose is what I mean :p
Ik
locust is a short range shotgun that is weak to shields. its definitely not a midrange nor longrange weapon, and obviously not a flanker since it struggles against shields too much
it has complete and utter reliance on ricochet and it turns it into a brawler weapon
Whats 150-200m
For me personally I don't like to brawl
I tend to be in the back poking whoever is small and without shield
Stating is a brawler weapon is not true
True brawl build are agile build with maximizer
Tanks with bisectors
yes because tanks are agile builds with maximizer -_-
And spiders with shotgun with the movement they have breaking necks
ION is a good example
tanks usually dont run maximizer and are obviously not agile
better to run damage reduction or parameter increases like will washington
or lean into the damage
Small builds with maximizer
True brawl build are agile build with maximizer
i think you just misunderstanding the meaning of brawl
Brawl as like good on a one vs one?
No lol
right of course
easiest way to think of the definition of brawl is just any time where you are shooting the enemy while they are simultaneously shooting back at you, within ~200 range (as snipers trading hits is arguably not really brawling)
when phantom ligher comes at you your not trying to shoot back at them yet, your trying to retreat to your team to force them to teleport back
am confused on ur question
are we looking at the definition of brawl still or back to locusts or something else?
The problem with the phantom is that they have no boost when you are flanking
Damage reduction, damage boost, and so on
Maybe if they added some type of invisibly for the first 5 seconds then maybe is viable
yeah I mean, phantom is not meta right now, if thats your question
but flankers in general do provide team-wide value
just not in an obvious way
Self
and flankers are paper as tanks are scissors
so flankers cant flank tanks
and since every1 rn is a tank
flankers in general rn are not picked often
In a team you need a mixture of tanks and flankers
of course
in a proper balance state, you need a balance of all roles
dedicated tank, off tank, flanker, dps, support
right now you can get good dps on dedicated tanks (bisectors or ricochet x anything)
or good heals on off tanks (ceres)
so theres no other roles for flankers to really target

i love how mentionning bisectors apart feels so wrong ... yet so true
Bisectors are just fine without Ricochet. Scatters feel a bit anemic without Ricochet, though. They certainly don't "need" the bugged extra damage, too, but the basic, expected Ricochet is extremely good for them.
Right, just to clarify, this is why the msg was
bisectors or ricochet x anything
meaning you can take bisectors
or,
you can take ricochet + like pretty much any brawler weapon
and turn your tank into a tanky dps
@mortal dagger just wanted to politely bump this thread. I see its still got the Noted tag, but the exploit remains a keystone in the meta right now. So just want to confirm that the change from 15% to 10% chance is not the only change headed to Ricochet this season? Thanks!
If you think bisector are fine, you are a problem
They are extremely strong and outperform any other cqb weapon
By fine w/o R* he means their performance is high enough without it
I figured tanks would be rock, assaults scissors, and flankers paper
Flanker weapons are often high burst damage weapons, with less impressive sustained performance. Tanks often have enough health to survive that initial burst.
Paper beats rock and flankers dont beat tanks
Dps is meant to beat tanks
Tanks meant to beat flankers
Flankers meant to beat dps
If we ignore the support role
Which kinda makes it more complicated
I see, what about snipers?
Meant to poke anyone that isnt a tank
Or even tanks, honestly. Provide constant pressure to an area, and finish off low-health targets.
They do so little dps to tanks though
Keeping their shields at 0 is certainly beneficial though
And may as well hit them if they are all you have LoS on
Need ricochet fix pretty desperately for next update otherwise Chain Overload is going to be absurdly toxic
Indeed
8 Times is ridiculous
Man I can't wait to have infinite ghost turrets
With maximizer so I can make passive shield Regen on top of my current shield Regen
Ohno
That's what we call passive income or a side hustle
The same thing occured to me, too. I legitimately don't understand why it hasn't been fixed at this point. It's pretty far beyond ridiculous.
Yeah :/
IMO I think ricochet was the main problem during the locust meta. Yes locusts were really strong but probably not as powerful without the ricochet
for sure
90% damage buff tends to do that to things
It was an exacerbating factor for sure, but I think locusts were strong enough that they still would have been a fairly game-breaking problem without it.
theyd still be meta without it but not game breaking
Just rework the frickin Richochet lazy devs sheesh.. This has been going on for a very long time. Sora and Bisectors are killing everything.
Have they given any reason why they haven't fixed it? I know they've admitted the double hit is not intended but is there something critical that has kept them from fixing it.
Could be that changing it breaks other things, and there are some significantly more important bugs to be squashed
Ricochet was the scourge of the meta for all of season. It was absolutely a critical bug fix.
At least now that its nerfed, people think its no longer S tier and so its less widespread and the fix isn’t as critical.
The nerf is a temporary fix till it can actually be fixed
But, the bug is still an absurd level of randomness in all builds and is still a better Sharpshooter for armor (in addition to the intended ricochet mechanic)
Which i get
Ricochet has always done a bunch of damage. Its just a tad bit more on the main component now
Since we’ve had so much discussion on prime ricochet (~400 messages), i wish we could have some data on how ricochet is after the slight nerf. Like how is ttk after the nerf. I am sure most ppl still think of it as a double damage bug.
#1405942904781803561 message
If yall can convince fish to test 1punisher ricochet @ 120fps again ill get the bullet count
I dont own ricochet so cannot test it personally
The dps diff for single target weaponry should be 10% now instead of 15% as the actual bounce mechanic is not relevant if your only targeting one module
funnily enough, zero impact in the testing range
still 6.78
on a alpha
makes you wonder if the bug is visiual or something else is at play
Could test it on the multi-module-targeting stuff like scatter/incin/locust but theyre fairly subject to rng so harder to get an objective recording with average luck
How many bullets remain when alpha dies
takes 1 mag
If ur PC is stronk enough and since u will surely have punishers, would u also please help us in getting videos that Sur might describe?
so 0
And thats with oroching the shields?
Id argue against more important bugs this has literally lead to a ton of people not playing consistently or at all. That's about as big as it gets
sure, mind giving me a bit, doing college stuff atm
No rush
I am on a laptop lol so i think i can get max 60fps in the testing range lol
Go to the very top message and see how Fish tested it
1 punisher only
Orochi the torso right when you start firing
more punishers gives a better overall result
Less is better because it draws it out over longer time
not really
getting a large sample size of damage done and ttk
gives a number
that number can be converted into a score
a average score from both with and without could help paint a better picture, aka statistcal anylalisis.
It can work either way but getting the same number of bullets over a longer period of time makes it less prone to sporadic fps changes
ye i get fps changes
but the devs confirmed that is isolated
server side fps doesnt have a effect
really
Trust, do the same test fish did please :)
i will
might be like a hour, bull ill make a excel sheet of damage done, ttk, fps, and with or without ricochet
again, i just want to get a larger sample size then one or 2 comparisions
Sure but also make sure to record it so I can get the exact frame they die and get the # of bullets to kill
gonna have to make a new folder for that on my pc lol
this will be an all day thing from the sounds of it
The reload will spoof the difference such that 1% quicker ttk wont be equal to 1% more dps so using a bullet count is more accurate to remove the reload from the equation
on my current max level build, it take a full burst to kill the alpha
uses all 550 rounds
already did a thing like that
but ttk varies in the 0.0# range, from 6.78 to 6.75
Exactly 110 x 5 rounds to kill would be surprising
It will probably actually be closer to 100 x 5 then
Also using 1 punisher instead of 5 also means theres 1 bullet per frame instead of 5
So the margin of error can also be smaller that way
yes and no. thats were hp over math comes into play
all bots in the range are level 1 correct
if i have to make a whole thesis paper i will lmao
Were not exactly sure
Thats the theory though
kiros is it possible to get a answer for what level the bots are in the shooting range
if you can confirm what level they are, aka compar damage to one part and the hp at level 1, thatd be great sur
I can try tomorrow. the CM has gone offline for today
aight, knowing the level means i can give a better picture of whats happening
The issue is dmg numbers arent very reliable on fast firing weapons, and you cant guess their lost hp from other methods either
I guess Sur will want to see the damage numbers and their variability and see the ricochet impact from there
Rather than from how much total damage is being done etc
well ill post a excel file here if thats fine
i want the data to be easily readable
The end goal is just to get “how many punisher bullets to kill bot without shields” with and without ricochet.
All other math can be calculated from there
and considering im going to run about 30 test for say with and without, so a total of 60 test, posting dumbed down numbers doesnt give a full picture
a whole spread sheet
will
there will be two parts to what im doing, what the math says, and what in practice says
math itll be taking what the 10% on average, give or take, and what if all trigger
Thats fair, in practice is a bit different
in practice is what the spread sheet will be for
But in practice is also not whats being studied here
yes i get that, but to understand the impact of the bug, the in practice also needs to be recorded.
with rate of fire and several other major things happening, all details should be tested imo
Your right but we already know how the mechanic works theoretically and in practice
Doesnt need to be a big time sink
Its like the saying “no need to reinvent the wheel”
Well i think as long as we get the data we are hoping to get from Zealt, he could also share the additional data that he is hoping to document.
im already setting the document up
nothing can stop me now
i have a full day once im done my college stuff
More the merrier! Just didn’t want ya to feel like you had to get all the extra work
more work paints a bigger picture
ive been using ricochet on my build before the bug
and tbh, got nothing better to do
reducing the 15% proc chance to 10% has vastly diminished ricochets value literally by more than 33%.
combined with the fact that ricochet already inherently has a 0% chance to work against shields, its no longer the overpowered talent to slap on everything.
I would have rather they removed the double hit and retained the 15% proc chance, but at this point, I think its better to keep the double hit if we're at 10% proc chance now with ricochet to be on value, in my opinion, with the other current unique abilities.
still gonna get a larger data set
oh I thought I uploaded a wrong video, but I just got lazy and wrote the result at the end on my second test 
some issues with measuring fps with ttk is the scores will wildly vary
but still gonna leave it in
right here, that red one is a outlier
which is why im recording such a large volume of data
one bad one can effect the way the bug is seen
@grim thunder so just noticed something interesting
ricochet ttk varies allot
while no ricochet stays really close
I am really bad at maths, but how i interpret this is : the nerf to the probability of ricochet has actually affected it and may not be evident from just its listed nerf.
so im taking cell b, and dividing by cell c, then multiplying by 1000 to sanitize the score and make it more readable
higher is better, lower is worse
red means fury had to be used with ricochet
so there are some outlyers happeing
aka, triggering under the 10%
5 rounds in for both with and without, so 10 total
damage varies allot with ricochet, while without it, its always 175700
ttk is limited by player response without it
will need to see how fps effects it now
Indeed since it gives us a probability to damage all modules instead of a single one as per my understanding
yes and no, but with the double hit bug, were looking at it also having a chance to hit the torso twice
the red, is what it should in theory be doing
but the red only shows up once
ill keep testing with different fps now
and see how that impacts the ttk and damage
Oooh so are u saying that ricochet is happening less frequently than u expect it to?
yes, making it so fury had to trigger, which is why im doing such a large sample size
as those moments are just as important as when it is bugging out
Dont use fury, that will obscure ttk if you randomly skip some reloads
*ok now this is odd, under 144, fury always triggers with ricochet
the whole point is to
bad wording
but i have to trigger the ability every time now
so fps in testing range will effect things
which explains why i nuke things, even without ricochet
Assuming you spend 0 time reloading, ttk divided by #bullets should be a constant across every ricochet run
no, not really
Yes really
Barring some fps variations ofc
When you have to reload thats okay because reload time is a known # you can take into account
When you use fury manually you break that linear relationship
so 10% means a 10% chance, due to it being slightly random in nature it will vary
The exact moment you use fury matters
Nope because that randomness will affect ttk and #bullets the same
Divide one by the other
The result will be a constant
it wont be the same if thats what you mean
But only if you subtract total reload time from ttk
It is the same
Promise
But when you manually cast fury, your total time spent reloading is no longer a known variable you can take into account
Its now another element of randomness thats dependent on your reaction time
(Ttk - time spent reloading) = time spent doing damage, naturally, time spent doing damage / #bullets fired will he a constant
i can easily go back and redo the 144 test
as you can see, there is still micro differences
That ttk is with reload/fury reload, not without
And .02s is the fps difference
Its not statistically relevant in the discussion of how ricochet works
hold on, just got 6.52
doing a firing test, no fps drop when shooting
Use orochi, hit enemy with 1 punisher right when shield breaks, record that
Yes because your fury or regular reload is there
Have to factor those out like i said
Mate your not hearing me
Your not dividing by bullet count
Its not the ttk thats constant
Its (ttk-time spent reloading)/#bullets thats constant
ok, maybe im not explaining it right, im not using fury, the reload doesnt change anything if there are more then 1 punisher, your still getting the same variation just faster and in a shorter time.
itll still take the same damage to kill something
Record the bullet count and ttk
Your only reporting the latter in these last few screenies
the chart is ttk, and bullets spent. i just forgot to change the title bar
these are without reloads
the red is still a outlyer
Your bullets used are in increments of 5
There must be a reporting error there, theres no way this pair remotely makes sense
Ttk, bullets
6.77, 550
6.81, 590
Maybe misread 590 as 560
Because that would check out perfectly
And those 4 divided results would all be constant +/1% margin of error due to increments of 5
mustve been 560
mathwise it says so
thanks for catching that
will edit that entry, still doesnt change its a outlier
thats why its red
Ye didnt know it had to reload
Reload has to be factored out for the divided results to be a constant
I’m interested to know what we conclude about the current state of the pilot skill from this exercise
Fishstickers has also shared her evidence
Fish’s evidence is that the probability is in fact 10%
Yk something funny is that i tried searching her name and instead I found discord handle “fishstickers” who I apparently share a server with
Since fish’s handle is actually fishsticker_
even the charts show it, kinda, time wise atleast
if you do 6.68/10 you get .668, which if you add that to the 6.68 you get 7.348 which is close to the 7.3 times
some go over, some under
They definitely do because the first 1.5s is shooting shields where its 0%
yes, if you remove shields its on average 1.5 seconds faster
wouldnt change the scores tho as the number of shots needed would also go down
Nvm
She used orochi
Shields were already stripped
Shes just absurdly unlucky that 12 hits in a row and 0 ricochet
1 hit in first 16 kekw
lmao
well thats why i ran so many test
as for fps
lower fps means longer ttk in testing grounds
differnce on average from 144 fps to 30 is about a .7 to .8 second difference
so not a small gap
thats with ricochet and without
also when you look at the average ttk calculator, this lines up
there is a double hit no doubt about it. on average its 10% faster ttk and even damage, ofc the results vary depending on luck.
if it wasnt a double hit, only damage would have a 10% increase and not the ttk
Remember when i had tried to test with a single rail gun for u? 
10% faster ttk doesn’t sound too OP to me personally so i hope that more ppl get to know that Ricochet is not as bad as it was in its prime now.
Its still bad
But not as how ppl think it is
a full half second is kinda crazy
if you look at the average times, thats still a .5 seconds
atleast it isnt a full second
tbh richochet until a fix can be made, should be set to 5%
Maybe in higher competitive games, that might make a difference but i don’t think the majority of the player base experiences that level of play. So they’re just dying 0.5 second faster.
true
Xd
Assuming you have perfect accuracy its 10% dps yes
That is the bugged part of ricochet doing its work
the bug is better with high rof weapons
The intended rico mechanic is not affecting ttk at all there
If you have awful aim though and you hit a random module
Then your also getting benefit from the intended ricochet mechanic
Increasing dps by far more than 10%
Ie why ghost turret is insane with ricochet
Yeah locust dot / incinerator dot
Somewhere around +60% dps
From +90% dps in season2
10% is nothing to scoff at imo. ricochet never had this issue s1, so what changed with it
60% is still too much
ricochet, should not work with dot, at all
as even if we remove the double hit
thats still a 50% increase in damage
While I can say we appreciate the testing they ain't going to fix it anytime soon. They have the numbers and feed back. Its laziness or unable to fix the actual issues easily.
That being said the new robot coming may make this a mute point given how broken that core ability seems to be
Ricochet doesn’t work with Core gear damage as of now apart from the Ares for some reason so we’ll know in around 12hrs from now if it’s going to interact with the core gear of the Decker.
and turret for some reason
Imagine Chain Overload is accidentally a weapon for ricochet's purposes
ffs
i really hope they confirmed that bug doesnt exist
Yes!
i hope it does
besides for Incinerator
because they aint stupidly op with incinerator, i should know.
Nerf everything it hurt my feelings.
We should Nerf shock trains
dont need to nerf shit, just fix the bugs that many people are exploiting (cough)
well i know i aint exploiting it, not like its doing a whole lot for incinerator.
measure ttk difference for incin in simulation and lmk what you find
im currently busy, but in practice. richochet doesnt seem to kill super fast on assaults or defenders that dont have a weakspot and totally didnt forget to upgrade the shoulders.
The ttk will be effected heavily by any dot, high ammo cap, high rof, or splash.
not as much as it does for locust
Locust were a unique outlier
well it aint doing anything stupidly op with incinerators, as far as im aware.
I feel like Sora should be pulled from the store and full reworked like what happens with some other games
Ricochet does not seem to be working with Chain Overload fortunately
Whew!!
Yes it’s a huge relief
Huh
So do not tell you what it does and doesn't work with or do you just have to try everything and hope that your gear works with it
Ricochet works with the Ares core gear but not the Scorpion or Harpy etc so we were concerned about the Decker. It doesn’t seem to be working with the Decker’s core gear, hence i updated the forum.
U can try it out in the testing area if u want. I have not seen anyone post videos as such till now
Okay
Serial exploiters rn
what it feels like to fight ricochet if your curious
ur right my bad that was actually an unlucky hit lol
ricochet check
@knotty summit guest star
also in the clip im at about 55% hp not 35%, so thats just over the amount of damage 5shocks do (assuming 0 falloff, which isnt the case, so its definitely a ricochet proc)
I hate shock trains
sorry I did not see the green healing hp, but I like how you chose to say 55% hp because that if you were at 55%, then it would be just above 5x shocktrain dmg, but you were not at 55% hp. you more likely were at probably a bit less than ~50% hp
here's what 51.84% hp exactly looks like (fenrir ability x2), and here's what it looks like compared to your left shoulder and its higher than yours at the point of kill. ricochet did not proc on this
I still wish that the health color was more linear on the display
honestly i just thought it looked like a bit more than 50% and you also should note damage falloff
i didnt bother pre-calculating anything to ensure it was over the threshold lol
Honestly they should just add percentage numbers has like an option fr
not like it mattered, thats 1 clip in a full match of ricochet procs
Personally I would prefer raw numbers but I could understand why they wouldn't have enough room
with that visual aid it looks like around 47% hp then
I'd love to see at least % numbers
Good
Hi Melissa, following up- any word from the devs on the expected bugfix? Thanks!
@mint sand stop pinging Melissa... im sure they got it after 700+++ messages 💀
you mean 2?
stop trolling please
Is this at 30 fps , like it was earlier today ?
wasnt even a ricochet proc, I was wrong
enough to kill in 1 hit
thought I had shields but I didnt
She killed 3 with 1 attack earlier ...from Shocktrain ...they all were just spawned ...
Somehow it was going X 4
rng 🤷♂️
Only thing zive seen do that was the old bug and that was X 2
She's using the fps bug ...because if she wasnt why she insta log after I asked her about it???
you really are a master conspiracy theorist
you understand correlation vs cause?
that was a rhetorical question
Its the 4th time I caught her doing it my bro ...
so idk why your typing

Oh my god

This is amazing news
Yes indeed
I was hoping they would look at locusts interaction too given it will still be exponential but this should suffice
The biggest bug in the west got wrangled, hell yeah!
🤘
They will need to nerf chem hazard 100%
Well let’s see how things go after the patch tomorrow. Chem hazard is going to start working properly now. Maybe a new thread can be made for it.
When i say its going to start working properly now, i mean, till now only half of the talent’s description was working
At least that time it wont be a bug, itll just be an extremely overtuned talent given chem hazard was already an amazing talent for dots
That would be where, #features and ideas?
Yes indeed as it will be feedback on the true power of the chemical hazard skill once u have tested it
i see this as a win, my builds arent really too effected by this.
itll just prefrom as it did s1
So are they going to rebuff it back to 15% or leave it at 10
They cant buff it back to 15% even with this in mind unless they change how it interacts with locust
Did Lucst get a buff?
What happened
Chem hazard value theoretically doubled, and ricochet bug fixed
So what you guys going back to the pilot that was initially designed for this kind of stuff???
the devs have stated that ricochet is intended to work with DOT as DOT is considered direct damage.
it was a problem before when locusts did a lot more damage, but after its heavy rebalance, its not I don't think its a non-problem
depending on how chemical hazard will work,
previously there was a 68.62% chance at least one hit would have triggered ~420 dmg and with a chance (but much less chance) to trigger more procs from a single DOT sequence
now there is a 100% chance for a bonus ~420 damage tick at the minimum
we know they said they consider it intended, im not saying its a bug, but i am saying that that interaction is still very strong
it means locusts gets exponential dmg boost
when no other weapon does
regardless of the power level of either, it shouldnt get exponential damage boost when nothing else can
Balance issues overall arise when extreme cases like this exist, regardless of their current balance state
I dont see a problem with it atm. different weapons are made to have different little intended perks, as long as its not overtly oppressive. its original DOT damage was overtly oppressive, but now its just good and not overpowered and not bad.
I still think my original proposal is the best solution for future proofing, but now it requires way too many changes, so just let the devs cook with this interaction as long as it helps with current balancing. perhaps they have more future plans we're unaware, and this is the best way to go for that route
I still think it's a fairly significant balance concern, since the only pilot that can properly maximize DoT (Chemical Hazard AND Ricochet) is a premium pilot. Not good from a P2W front. If Ricochet weren't relevant for DoTs, it wouldn't be a problem.
Premium pilots are consistently getting rotated into the offer-for-credits pool so i hope everyone can get Sora Sing when she too gets offered for credits eventually.
That's great for long-time players, but does nothing for players that join the game between those rotations. With how many pilots they've been adding, and how infrequently that rotates, there will be long stretches of time where the only way to get full damage out of DoT weapons will be to shell out real-world money.
The game is less than a year old. In the long run and with patience, I hope everyone will eventually be able to get everything that they want.
Hope, long run, and eventually aren't really great solutions to avoiding the feeling of P2W / scummy business practice. "Suffer at an objective disadvantage for long enough, and eventually you may get to a level playing field" won't exactly inspire a sense of fair play in new players.
If having Sora guarantees a win then surely she is a P2W pilot. I guess we both just have a different opinion and approach on this topic and i respect what u are saying.
doesnt need to be a guarantee
I thought Pay 2 Win meant using something guaranteed a win
Maybe i think of it as something different
So its Pay 2 have an increase chance of Winning. Got it.
yeah, as an example, whats one p2w game you know of?
WRM
or for sake of it, whats the most p2w game yk of
I play only WRM and WRF
does paying guarantee a win in WRM?
Yes hehe
def not, now the advantage it provides is def wayyyy steeper in this game
but the game doesnt go
oh you paid more than the enemy, so now you win and game over ggs
U can 1v6 in WRM by having specific hangars
i get what u are saying but you cant apply the word 'guarantee' there
Matchmaking is half the problem
guarantee means 100%
One of my ex P2W clan mates had scored a 32 kill streak in WRM
She didn’t get the remaining ppl only cuz she couldn’t reach them before her allies did.
Hence, WRM is P2W for me
Maybe because i play an obviously P2W game so i have a different appreciation of the term
yeah, people at the end of the day have their own opinion on how much the advantage needs to be in order for it to count as p2w
This was in the regular beacon rush mode btw
theres pay to have a 1% advantage and pay to instantaneouly win the match
the latter doesnt exist and the former is rare
The definition is misleading i guess. Pay 2 Win suggests u win if u pay.
The problem is the 'advantage' is inconsistent at best
nobody really cares enough to call "increase winrate by 1%" as p2w
to an extent i suppose but its just how words work
few things you can guarantee
but we still call them the same
WRM has examples where P2W means P2W. Since i come from there, i guess i have a different understanding of the phrase.
its pretty subjective on p2w's meaning for sure
at the end of the day though, for everyone, their definition is simply the threshold
I’ll share an example of P2W in WRM in the off topic channel
between 1% more winrate and 1000000% increased winrate
in wrf its much lower % than mobile
but anything between 1% and 10000000% is still objectively an advantage
P2W usually means, "pay to have a tangible unfair advantage over non-paying players", rather than literally pay to for-sure win. Under P2W, with two equally-skilled players, the paying player will win more often that the non-paying equivalent player.
With DoT-based weapons, two players with otherwise-equal builds and equal skills, the one that has both Ricochet AND Chemical Hazard will have a tangible, objective, damage output advantage over the player that's forced to choose between EITHER Chemical Hazard OR Ricochet.
I guess so. Idk how Fury Vega is going to compare with Sora after the rebalance going live in a few hours tbh. I think Fury Vega’s Maximiser skill might give an advantage.
I’m looking forward to Sur’s feedback post.
I don’t remember what skills Ruin has off hand.
can confirm, by builds arent effected
Not sure wym, if your build uses ricochet, its affected
it preforms as it when it was first made
which is still insanely good
Since the double hit bug was addressed in today’s update, this report forum is now being closed. Thank you everyone for your valuable inputs, reports and feedback on this topic. If there is any feedback to be given on the nature of this pilot skill after today’s rebalance, please feel free to create a new thread.