Kinetic Deflection Calculates Peril Gain Incorrectly

Issue Type (Required):

Talents

Issue Description (Required):

Kinetic Deflection uses total percentage% of stamina loss when calculating Peril and should use a straight Stamina amount, this means that the more stamina you have in your total stamina pool the less Peril is generated with each block.

According to the description of the Talent ‘Kinetic Deflection’ attacks that are blocked should be calculated in the following way:
(Without Kinetic Deflection)
1. 100 Damage Attack is blocked
2. X amount of stamina is consumed blocking the attack for this example we will say 1 bar of stamina, or just 1 Stamina

(With Kinetic Deflection)
    1. 100 Damage Attack is blocked
    2. 1 Stamina is Converted into Peril with a 25% reduction

This is the way is seems to be calculated with percentage and not raw stamina

(With Kinetic Deflection)
    1. 100 Damage Attack is blocked
    2. XX.X% of stamina is consumed blocking the attack for this example we will say 30% of stamina
    2. 30% Stamina loss is converted into Peril with a 25% reduction

Under this Logic the more stamina the character has the less Peril will be consumed per hit as it uses the % of stamina loss when using Kinetic Deflection

If this is intended then the description of the talent should be update to reflect ‘stamina percentage’ and not ‘stamina cost’

Steps to Reproduce (Required):

  1. Enable the talent Kinetic Deflection
  2. Note your current Stamina total (in my testing it was 3)
  3. Block a single melee attack and note the peril gain (in my case it was around 6% vs chaos_newly_infected melee)
  4. Equip 3 curios that increase stamina (in my testing +1 each making the total gain of +3 and now I have a total of 6 Stamina)
  5. Block a single melee attack and note the peril gain (in my case it was around 3-4% vs chaos_newly_infected melee)

Total Stamina pool should not affect peril gain of each blocked attack

[PC] Do You Use Mods? (Optional):

Yes, and I’ve tried disabling them

Reproduction Rate (Required):

Constant (100%)

Platform (Required):

PC - Steam

1 Like

This is more like a talent design suggestion than a bug report. You could argue, though, that the talent description is obscure for those who aren’t aware of the inner game mechanics. (Given the complexity of seemingly simple things, it’s Fatshark’s decided design philosophy to ‘brush over’ technical details as long as things just ‘feel right’ or ‘make sense generally’ for players while playing.)

This is the calculation.

This is an exemplary write-up for what happens in a concrete scenario:

1 Like

This logic does not address this, even in the source they are using percentage_of_stamina and not just stamina. The issue here is stacking stamina directly relates to smaller amount of peril gained each hit which is non-intuitive. If you stack all stamina you can permanently block DH with no issue whatsoever. I still see this as a bug if we take the description as the “intent” of the talent where the amount of RAW stamina dmg gets converted into peril and not the percentage of the amount of stamina that you would have lost.

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