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- But it's "whenever a jawa ally takes damage", not ' when it is attacked, and "to place a thermal detonator on the attacking enemy". So on each damage all Geo's are considered the attacking enemy.
- crzydroidRetired HeroOh, and keeping in mind the geos expose a bit now too. So each expose that goes off triggers the thermal chance, which could be what's adding to the numbers.
- Da_BauersNew Spectator@crzydroid always impressed by how quickly you're determining the interactions, my friend.
"crzydroid;c-1917132" wrote:
The ability says, "Whenever a Jawa ally takes damage, 50% chance to place a Thermal Detonator on the attacking enemy..."
So it triggers one detonator chance for each of the hits. So I guess the bug is how it counts enemies. I feel like there are 3 valid ways to read this: Character with turn gets six, each character who hit gets one, or each character gets 6.
There's also the question of whether people think the 50% check is working.
ETA: Though I say I think each character getting six is a potentially valid reading, I also feel it's a huge stretch if they ever intended it to work that way, at least after reworking thermal mechanics.
I mean I have no idea what is intended either, but that's a very generous reading of the language.
If you watch closely at 8:13-8:16 or so of the video, you can see two swarm attacks.
After the first one, each Geo has 2-3 thermals except Spy (who didn't assist because he was stunned)
After the second one, each Geo has 6-8 thermals.
I'm pretty sure the 50% chance is WAI, but the way to unique is coded results in a 50% chance of effect to ALL enemies that dealt damage during the turn each time damage is registered to a Jawa ally. I'd anticipate this will be patched to 50% chance to the *damage dealer* each time damage is registered to a Jawa ally, which would result in a much more reasonable 0-1 thermal on each Geo per swam."BeralCator;c-1917076" wrote:
"nabokovfan;c-1917061" wrote:
Ahnald's video is up. One of the key points is how the Detonators applied are building far too fast then what they should. 1 attack turns into 8-10 detonators on all characters. Seems like a MASSIVE bug to me.
Yes. It appears that during the swarm attack, the algorithm is applying a detonator to *all* Geos each time damage is registered rather than to just the one assisting - so 50% chance of 6 detonators on each character per swarm rather than just 1.
The “Line in the Sand” text when a Jawa ally takes damage... every assist is an attack and dealing damage. 6 bugs attacking is rolling the 50% to each attacking bug per damage hit. It is working as written. So within 6 bugs each taking 2 turns could register 30+ dets.- The Hive is one. There is no individual. A detonator for one is a detonator for the Hive!
- YKMisfitSeasoned NoviceThere are so few uses for Jawas in this game, that I, for one, hope they remain a viable counter to the Geonosians and nothing gets changed as a result of this.
I mean, let's not go crazy here, the Geonosians are all FTP farmable from very accessible areas, they're all easy to gear (maybe not GBA, I haven't unlocked him yet), and a lot of people already have decent ones thanks to 3/5 of them being pilots.
Geonosians are almost easier to get than Jawas, more people probably have Geos than those who have Jawas, and those who do have Tatooine's finest, probably only ever took them to G8 or whatever was needed to unlock the Crit Damage mods.
This isn't the new Legendary/Hero's Journey meta squad being countered by Phoenix or something everyone already has, it's one team being beat by another that's just as accessible. If people want to build up Jawas just to take down Geonosians, I don't see how that's any different than farming Troopers to beat Nightsisters. In fact, it's better because right now, countering Geonosians is pretty much the ONLY thing Jawas are useful at. It's nice that they finally have some reason to be in this game again.
Also, I love Jawas. "BeralCator;c-1917076" wrote:
"nabokovfan;c-1917061" wrote:
Ahnald's video is up. One of the key points is how the Detonators applied are building far too fast then what they should. 1 attack turns into 8-10 detonators on all characters. Seems like a MASSIVE bug to me.
Yes. It appears that during the swarm attack, the algorithm is applying a detonator to *all* Geos each time damage is registered rather than to just the one assisting - so 50% chance of 6 detonators on each character per swarm rather than just 1.
Yes, this. It means that 1 swarm/hive attack on a single Jawa can lead to (if all rng lands) 6 Detonators going onto each of the 6 Geos (assuming Brute is present) for a total of 36 on the board instead of a single detonator maximum going onto each Geo.
Hopefully @cg_sbcrumb and friends can take a look at that.- YKMisfitSeasoned Novice
"ThunderGun;c-1917347" wrote:
"YKMisfit;c-1917339" wrote:
If people want to build up Jawas just to take down Geonosians, I don't see how that's any different than farming Troopers to beat Nightsisters. In fact, it's better because right now, countering Geonosians is pretty much the ONLY thing Jawas are useful at. It's nice that they finally have some reason to be in this game again.
Troopers can't sit there, do nothing while take a beating, and then win. That is the problem with Jawas vs Geos. Doesn't really matter if you like the fact this is happening.. there appears to be an issue with the fact so many thermals can pile on so quickly. I see lots of guild members throwing gear at Jawas so we need some dev communication now so we know whether they feel this is okay or if they plan to make a change. The longer this goes on the more people are going to be extremely angry if they decide it needs to change.
Nest can sit there, do nothing and win against a lot of teams for the same reason. Wampa pretty much does it to Phoenix too. Geos are a team that don't hit hard, but they hit often due to a multitude of assists being called. That's going to be great against some teams, and be a problem against others. IMO, that's not a problem, it's simply how games like this work. You don't use heavy AoE teams against counter-attacking teams like CLS or Phoenix for the same reason. And this isn't some broken mechanic that is causing Jawas to take down every team in the game just by sitting there taking damage. Most teams obliterate them without breaking a sweat. Geonosians are one such team that this works against.
Again, I don't see a problem here. "YKMisfit;c-1917358" wrote:
"ThunderGun;c-1917347" wrote:
"YKMisfit;c-1917339" wrote:
If people want to build up Jawas just to take down Geonosians, I don't see how that's any different than farming Troopers to beat Nightsisters. In fact, it's better because right now, countering Geonosians is pretty much the ONLY thing Jawas are useful at. It's nice that they finally have some reason to be in this game again.
Troopers can't sit there, do nothing while take a beating, and then win. That is the problem with Jawas vs Geos. Doesn't really matter if you like the fact this is happening.. there appears to be an issue with the fact so many thermals can pile on so quickly. I see lots of guild members throwing gear at Jawas so we need some dev communication now so we know whether they feel this is okay or if they plan to make a change. The longer this goes on the more people are going to be extremely angry if they decide it needs to change.
Nest can sit there, do nothing and win against a lot of teams for the same reason. Wampa pretty much does it to Phoenix too. Geos are a team that don't hit hard, but they hit often due to a multitude of assists being called. That's going to be great against some teams, and be a problem against others. IMO, that's not a problem, it's simply how games like this work. You don't use heavy AoE teams against counter-attacking teams like CLS or Phoenix for the same reason. And this isn't some broken mechanic that is causing Jawas to take down every team in the game just by sitting there taking damage. Most teams obliterate them without breaking a sweat. Geonosians are one such team that this works against.
Again, I don't see a problem here.
The problem is that the Jawa Scavenger ability should be applying (if the 50% chance lands every time) 1 single detonator onto a Geo that makes one single attack against a Jawa. However what is happening is that when all 6 Geos attack a single Jawa a single time instead of each Geo ending up with a maximum of 1 detonator each they are in fact ending up with up to 6 detonators each, something that should only be possible if each Geo had done damage to a Jawa on 6 separate occasions and not just once.
THAT is a problem, clear and obvious
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