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ltswb1's avatar
5 years ago

Are Threepio and Chewy bugged?

His special states that he will deal additional dmg for every enemy that has been defeated in battle up to 5 additional times. I recently used him in TB and that special in p5. Meaning that 23 enemies had been defeated by that point. So it should have been maxed at 1+5 x dmg.
Instead he only did 4 x dmg. Is it bugged or am I misunderstanding some interaction?

18 Replies

  • crzydroid's avatar
    crzydroid
    Hero (Retired)
    5 years ago
    You're right, it does say battle.

    I would do what Udal said and upload it so we can all look.
  • Also, they're wondering (based on looking at Wave 2) if "the problem is they're just doing too much damage and killing units before the extra damage hits are needed"?
  • crzydroid's avatar
    crzydroid
    Hero (Retired)
    5 years ago
    "CG_Doja_Fett;c-2206111" wrote:
    Also, they're wondering (based on looking at Wave 2) if "the problem is they're just doing too much damage and killing units before the extra damage hits are needed"?


    Doja, this was my second thought about the pictures as well. But we need to see the video because in the top it looks like one is still alive.
  • "CG_Doja_Fett;c-2206111" wrote:
    Also, they're wondering (based on looking at Wave 2) if "the problem is they're just doing too much damage and killing units before the extra damage hits are needed"?


    I thought the same thing, but as you mentioned, in the phase 5 pic, two of the enemies survived the aoe.

    https://youtu.be/Wo9JmnhJFwU
  • crzydroid's avatar
    crzydroid
    Hero (Retired)
    5 years ago
    So the first time they definitely all die.

    The second time, even though two are alive, I'm wondering if it's something along the lines of Doja's response from the devs where the numbers are maybe just not showing up due to the 4x speed. I would have to try and watch it with proper frame by frame software, but there's at least a point where I can pause it and additional non-crit red damage shows up, but that fades before the crit values. There certainly are a bunch of overlapping values on the screen.

    I will try and test myself in Military Might on 1x if I can remember.
  • Okay, they watched and stated:

    "Wave 2: Damage shortage is 100% a result of defeating enemies before the additional damage was fired (to be fair, the damage still fired, it just didn't have any targets left).

    Damage numbers in wave 5 line up with the PvE difficulty override for each unit if you assume that 2 additional hits were dealt to each unit (looks like most were non-crits). So it looks like the on-screen numbers were not all displayed due to lag (similar to how certain animations don't fully display when graphic intensity increases) The damage was still dealt, however."
  • "CG_Doja_Fett;c-2206134" wrote:
    Okay, they watched and stated:

    "Wave 2: Damage shortage is 100% a result of defeating enemies before the additional damage was fired (to be fair, the damage still fired, it just didn't have any targets left).

    Damage numbers in wave 5 line up with the PvE difficulty override for each unit if you assume that 2 additional hits were dealt to each unit (looks like most were non-crits). So it looks like the on-screen numbers were not all displayed due to lag (similar to how certain animations don't fully display when graphic intensity increases) The damage was still dealt, however."


    Ok. That makes sense. Thanks for the replies and for looking into that for us.
  • I've noticed missing damage numbers where there's just too many to show. Culling Blade during HAAT for example. You'll see no actual damage numbers but a massive line of green healing numbers rising up out the top of the screen. The game still registers the damage but you don't see it. Even on 1x speed.

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