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Adrenaline Augment rework -> Change from flat bonus to a base multiplier


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Adrenaline augment gives a flat bonus rather than a base bonus. Whereas other augments provided a base bonus.

Example of a Base bonus:

unknown.png

It's respective flat bonus compartment:unknown.png

We will start off with Corrosive mix:

Damage without DD against no DA:

Spoiler

Do note, 225x1.1=247.5, damage by tanki is truncated so it is rounded down to 247.

unknown.png

Damage with DD against no DA:

Spoiler

unknown.png

Damage with DD against DA:

Spoiler

unknown.png

As you can see, the damages when both have da/dd vs when neither have da/dd are the same, hence making it a base bonus.

Now moving onto adrenaline:

Without any HP loss whilst not having DD and not facing DA:

Spoiler

unknown.png

Damage with 1080 hp lost whilst not having DD and not facing DA:

Spoiler

unknown.png

Explanation:unknown.png

Adrenaline bonus (21.06%):unknown.png

Now with DD:

Spoiler

unknown.png

Explanation:unknown.png

As you can see, the adrenaline is not being treated as a base bonus, but a flat bonus here.

What adrenaline buff feels and is essentially halved (10.53%):unknown.png

For the worst part, adrenaline with DD against a DA deals less damage than when neither player has supplies:

Spoiler

unknown.png

Explanation:unknown.png

Do ignore the comparisons between the damages of both corrosive and adrenaline, the main comparison here is being how the damage is added.

Point to note, currently Adrenaline is essentially a stock augment with a flat damage buff proportional to the HP you have lost.

But when you have sustained damage, because it is a flat damage buff, you will deal less damage when using DD against a DA player, than when neither of you would have supplies.

I want Adrenaline to become a base damage buff, so that this inconsistency is removed. Albeit if the damage buff ranges have to be changed to slightly lower, I do not want to deal less damage to a person whilst using DD against a DA player when i can get more damage when neither of us have supplies.

Many players don't know about this, or at least just haven't bothered to care enough for it. But from the rare few that do know about this inconvenience flat buff, we want it adjusted.

Basic theory:

Spoiler

 

For any who don't understand how base damage works:

( base damage x base multiplier ) = new base damage, in the case of corrosive, new base damage is 10% higher.

Now using a 'dd', which is a 100% buff, would mean that we technically have 2.2x'base damage', or let it be known as 2x'new base damage'.

-----

Flat Bonus works as follows:

base damage x ( damage buff + adrenaline buff)

For example; for a case of 100 base damage, 0 dd, 30% adrenaline buff, equation changes to

1.3x'base damage'

When we add DD, it becomes 2.3x'base damage' and not 2.6x'base damage'.

 

 

The base damage is unchanged by adrenaline, unsure if it's how tanki have worked it in a rush, or if it's the only way they seem to be able to incorporate this feature. It makes no sense to not have it as a base damage multiplier, even if it needs to be adjusted.

 

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I totally agree that this needs to be fixed, was thinking of posting about this myself although you've done a much better job with all the screenshots etc - I wouldn't have went to all that trouble. Great presentation - you have went to some bother with getting all the damage figures in-game etc. to demonstrate.

There is definitely no justification that Adrenaline should work like this compared to all the other damage increase Augments, it is very misleading considering that this different behaviour is not mentioned either in the Wiki or in-game. There is no grounds for such an inconsistency. I was quite disappointed having obtained Adrenaline for several of my alt accounts to find that the damage increase was not as stated, and felt a bit cheated as I'm sure other players will too.

However, I have to say I didn't end up bothering to post about it because even in its bugged state Adrenaline is - for most turrets - still quite potent. But all the same, this is a huge inconsistency and needs to be fixed. If Adrenaline would be too powerful if it was fixed (which I think for some turrets, it probably would be), then I think the damage increase values should be changed to the following:

Turret Range:           Damage Increase:
Long                         + 0 -> 20%
Medium                    +  0 -> 23%

Close                        + 0 -> 26%

Melee                       + 0 -> 29%    

With an equal increase when under the effects of double damage as when not, I think this would be fair.

Edited by DestrotankAI9
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1 hour ago, yellowghetto said:

And this is why I don't use Adrenaline. I have noticed this inconsistency. I bought it for Striker, and omg is it bad.

Considering I have all augments, I only actively use 3 turrets with adrenaline:

  • Isida - Needless to say, one of the best with adrenaline, boosted heals and damage, win win scenario.
  • Vulcan - Since many have heat immunity nowadays, along with the vast majority using Icendiary bands,adrenaline will let you deal extra damage to them whilst if you also have heat immunity, incendiary bands won't do much to you as you to them, every lil damage helps.
  • Thunder - This is a personal preference, I don't plan to use sledgehammer, it's overused,

also; average damage withoutunknown.png,and with a 15% adren bonus bonus unknown.png , it can make a slight difference depending on RNG.

The main thing I like about these augments is, it gives more thrill to the game, and annoys players a bit more since you deal more damage if they damage you, adrenaline is underrated at times and all the little accumulations make it harder to calculate for most people. I always ensure I only fight them if I can kill them before they make me get much boosted damage.

Any turret not mentioned has much better augments for using, but adrenaline is nonetheless a buff to stock, so it isnt always bad as long as you can take a bit of damage.

Also the type of hull used will effect how efficient your bonus is, i.e is enemy is weak, ideal to use a light hull so that you can deal the high damage fairly easily, and so on, and its important to have taken damage too, which leads to a risky but fun gameplay.

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With the removal of passive bonuses from drones, adrenaline will feel a little bit weaker, can we get a real fix for this soon.

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Yeah, me and many people want it to be corrected, but I guess it's as important as fixing AP Hammer's Boosted reload, clearly not anywhere as priority.

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On the plus side, with the latest update, if you have a weak-ish drone, adrenaline can help increase your 'supply effect feel';
unknown.png

E.g 20% from adren, plus a 5/20 drone will make your overal damage 170%, hence making you feel like you have a boosted damage of 70%, without adrenaline, it would be 50%, so there's a temporary 'win' for this update on adrenaline, but doesn't change the fact that it loses potential against armor etc.

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On 5/1/2021 at 12:08 AM, Akame said:

Yeah, me and many people want it to be corrected, but I guess it's as important as fixing AP Hammer's Boosted reload, clearly not anywhere as priority.

can we not touch the boosted reload ty xd

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Still no fix for this? I'm starting to lose my mind since I can't afford getting the legendary augments such as EMP for Gauss or AP magnum , I'm using Adrenaline with Gauss, It does much higher damage without supplies compared to using supplies "Both players" This wasn't mentioned anywhere in the patch notes? We all thought Adrenaline like any other Augment doesn't get affected by supplies

 

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I usually use isida + support nano in siege and realized that I would heal anyone I find with low health but healing those with adrenaline destroys their advantage which became clear to me when I found few plays not happy with my healing specially one with gauss who kept self damaging while I kept healing ;D

I think the adrenaline should ignore the external healing, tank would get the health back but unless healing is initiated by the player(using repair kit or player's OD) the bonus from adrenaline should not disappear. It could work like: the amount of damage is accumulated in a separate variable which is set to 0 when player uses their own repair kit or healing overdrives like dict or ares ODs. using that variable apply the appropriate bonus modifier.

Edited by Mirzaubaidullah
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On 6/15/2021 at 6:56 PM, Mirzaubaidullah said:

those with adrenaline

I use adrenaline for Magnum / Gauss (before I got emp) + Thunder / Striker + Isida / Freeze

especial camping with Magnum, I self damage first to output better damage.

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Very nice and organized!

I would like Adrenaline to be base, but it would become over-powered.

It's because when a tanker loses just a little HP, they can do the extra boost from the start, instead of increasing it with lesser HP.

Tankers can do self damage to themselves and activate the Adrenaline damage boost, and then make kills easier.

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I'm getting the feeling that everyone is saying that adrenaline currently for some reason works in a similar fashion to that of critical hits. Is this correct?

 

 

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1 hour ago, Crossbone said:

I'm getting the feeling that everyone is saying that adrenaline currently for some reason works in a similar fashion to that of critical hits. Is this correct?

 

 

Don't see how.

As long as you are injured, Adrenaline will do more damage.

That's not how critical hits work - they just do it every-so-often.

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2 hours ago, wolverine848 said:

Don't see how.

As long as you are injured, Adrenaline will do more damage.

That's not how critical hits work - they just do it every-so-often.

I didn't really understand to concept of the idea nor did I understand the difference between A flat bonus and a base multiplier.

I just always thought that the concept of the adrenaline augment was to increase damage when you're at low health. But it seems like alot of players are noticing something that I'm not. I've never personally used it, so I wouldn't know.

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2 hours ago, Crossbone said:

I didn't really understand to concept of the idea nor did I understand the difference between A flat bonus and a base multiplier.

I just always thought that the concept of the adrenaline augment was to increase damage when you're at low health. But it seems like alot of players are noticing something that I'm not. I've never personally used it, so I wouldn't know.

What they've been commenting on is the amount of bonus damage adrenaline gives, as opposed to when.

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16 minutes ago, wolverine848 said:

What they've been commenting on is the amount of bonus damage adrenaline gives, as opposed to when.

Didn't realize the understanding was in the spoilers until just now. My bad.

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