Jump to content
EN
Play

Forum

Patch Update #744 - Released 10th November 2023


Marcus
 Share

Recommended Posts

On 11/14/2023 at 1:20 PM, AzaborBR said:

I want to know who will pay for my armadillo now... -90% damage, this just will work against non status effects.

You haven't played endgame enough to know why it's still needed, if you actually sent this and mean it.

  • Agree 4

Share this post


Link to post
Share on other sites

Quote
  • Opening Regular Containers now gives you all the missing equipment first, and other prizes can only be obtained after that

I don't know if it's intentional but normal containers have had the nerf it received in January reverted with this patch. It can now get back-to-back rewards from rarities other than common. So expect to see more uncommons when opening containers. A nice change for people who want supplies. 

  • Like 1

Share this post


Link to post
Share on other sites

On 11/17/2023 at 6:03 AM, TheCongoSpider said:
Quote
  • Opening Regular Containers now gives you all the missing equipment first, and other prizes can only be obtained after that

I don't know if it's intentional but normal containers have had the nerf it received in January reverted with this patch. It can now get back-to-back rewards from rarities other than common. So expect to see more uncommons when opening containers. A nice change for people who want supplies. 

I don't understand what this part of patch notes even means. I thought maybe you would now unlock all hulls and turrets from your first containers during tutorial.

Can you please explain what "missing equipment" is, and how you deduce what you did from this sentence with regards to rng frequency?

Share this post


Link to post
Share on other sites

On 17.11.2023 at 10:11, Limanda said:

Nie rozumiem, co w ogóle oznacza ta część informacji o łatce. Pomyślałem, że może teraz odblokujesz wszystkie kadłuby i wieże z pierwszych kontenerów podczas samouczka.

Czy możesz wyjaśnić, czym jest „brakujący sprzęt” i jak wywnioskowałeś, co zrobiłeś z tego zdania w odniesieniu do częstotliwości rng?

If I understand correctly, the idea is that you can get the right items for your rank from the regular chests. When you reach a new rank, the next available items will appear

Share this post


Link to post
Share on other sites

On 11/17/2023 at 5:11 AM, Limanda said:

Can you please explain what "missing equipment" is, and how you deduce what you did from this sentence with regards to rng frequency?

The official drop rates of normal containers are:

 

Common: 50%

Uncommon: 34%

Rare: 10%

Epic: 5%

Legendary: 1%

With a guaranteed rate (10,000 crystals) if you went 14 containers without a reward in the RARE section. 

 

The change made to them in January made it so that you could not get back-to-back rewards from any rarity except common. For example if you got an UNCOMMON reward, your next container will not be an UNCOMMON reward. Because of this, the drop rates you would see over time would look like this instead:

 

Common: ~60%

Uncommon: ~24%

Rare: ~11%

Epic: ~4%

Legendary: ~1%

 

Those drop rates suggest that when you get a non-common reward, the drop rate of that rarity would be added to the COMMON drop rate. For example, if you got an UNCOMMON reward, your next container chances would look like:

 

Common: 84% (50 + 34)

Uncommon: 0%

Rare: 10%

Epic: 5%

Legendary: 1%

 

-------------------------

 

I opened 464 containers saved up after the update and my drop rate was:

 

Common: 54.96%

 

Uncommon: 32.32%

 

Rare: 11.00%

 

Epic: 1.07%

 

Legendary 0.65%

 

So it appears to have gone back to pre-nerf chances. Of course there are other things as well, such as emptying your epic pool reducing your epic chances in normal and supposedly ultra containers as well, that's why my epic rate is so much lower than 5%. 

 

  • Thanks 1

Share this post


Link to post
Share on other sites

Thanks.
 

On 11/17/2023 at 3:18 PM, TheCongoSpider said:

Of course there are other things as well, such as emptying your epic pool reducing your epic chances in normal and supposedly ultra containers as well

Interesting. I would have expected container category rates not to drop as content pools were emptied, rather that category was drawn first, and then content within that remaining pool by second draw.


I also struggle to make sense of 'one single true rng draw' from my own experience with standard containers. I have received at least ten 100k crystal rewards across mostly low rank accounts for the last year. As there are 200+ other items in the legendary pool, that would mean I should have gotten 2000+ legendary rewards, which I certainly haven't. Paints also seem disproportionately more common than turret augments in this category. Small, unscientific sample of course, but pretty strong gut about this.

Edited by Limanda

Share this post


Link to post
Share on other sites

On 11/17/2023 at 6:32 PM, Limanda said:

. Paints also seem disproportionately more common than turret augments in this category. Small, unscientific sample of course, but pretty strong gut about this.

Definitely true - I got like 9 paints from that category until I got 1 augment. So its really a slim chance to get anything from legendary category aside of paint...  Would like to see paints and augment in different categories... its rare to see yellow epxecting something good and most of the time its disapointing reward 

Share this post


Link to post
Share on other sites

On 11/17/2023 at 1:32 PM, Limanda said:

Thanks.
 

Interesting. I would have expected container category rates not to drop as content pools were emptied

That was something added a little before mid-2023. 

 

On 11/17/2023 at 1:32 PM, Limanda said:

rather that category was drawn first, and then content within that remaining pool by second draw.

That is the assumption. Even if personal experience couldn't tell the whole story, it was shown in the past that they can change the intra-rarity drop rates of individual items, notably back in 2020 where new things in exotic had a 5x higher chance of appearing than the other rewards in exotic. I think they said in a past V-log that intra-rarity drop rates change depending on how many items are remaining in the pool. They didn't say anything about the drop rate of the rarity itself. 

 

In my personal experience, the rate at which uncommon used to give 10,000 crystals increased significantly after the shard update in 2021, and that was a very welcome change imo. The was the main stark difference in drop rate I noticed out of everything at that time. 

 

On 11/17/2023 at 1:32 PM, Limanda said:

Paints also seem disproportionately more common than turret augments in this category. Small, unscientific sample of course, but pretty strong gut about this.

Assuming they all have the same intra-rarity drop rate, it would make sense that you see paints more often. There are a more of them. But I do remember that turret augments were the rarest things I got in shard containers in 2021 from the epic category. The same thing probably applies there. 

Share this post


Link to post
Share on other sites

On 11/18/2023 at 12:20 AM, TheCongoSpider said:
On 11/17/2023 at 6:32 PM, Limanda said:

Paints also seem disproportionately more common than turret augments in this category. Small, unscientific sample of course, but pretty strong gut about this.

Assuming they all have the same intra-rarity drop rate, it would make sense that you see paints more often. There are a more of them. But I do remember that turret augments were the rarest things I got in shard containers in 2021 from the epic category

Well this is pretty easy to backtrack on any account without bookkeeping.

In a full legendary pool there is 129 paints and 80 turret augments, aka 62% paint/ 38% aug. On my lower rank accounts this number actually corresponds well with pools, and I calculated the split to be 55/45 in favor of paint drops across accounts. (This is without factoring in that turret augs are even removed from the legendary pool during tutorial, where there is quite a container rush).

On my two legend account this number is way off, coming in at something like 85/15 in favor of paints. Now I guess a lot of the augments are recently added, and since I seldom play these accounts I haven't had a chance to unlock the new stuff. But the possibility of drop chances being nerfed as an account progresses can't be ruled out.

However as 1 out of 210 legendary items, 100k crystals should drop 1 out of 21 000 standard containers if we assume a true, flat rng. I would say my experience makes this a near impossibility. I can't count how many of these I received like with paints and augs, but I would suggest the actual intra-category chance for 100k to be more like 10%.

Or maybe I just have a good IP? I certainly did well in online poker ?

Share this post


Link to post
Share on other sites

On 11/9/2023 at 2:30 PM, Marcus said:

All the status effect augments

  • Added a decrease of critical damage by -90%

Could someone explain how it works? Why I am asking:
I dealt 85 damage with Tesla with a critic, if the opponent had no effect from me, because he was insensitive to my effect, then the effect did not work, so why was there -90% damage (in fact, I don't even know if the effect was dealt at all, because there was no information about insensitivity, it looked more like the game was doing something wrong)

Share this post


Link to post
Share on other sites

On 11/19/2023 at 9:52 AM, Occultus said:

Could someone explain how it works? Why I am asking:
I dealt 85 damage with Tesla with a critic, if the opponent had no effect from me, because he was insensitive to my effect, then the effect did not work, so why was there -90% damage (in fact, I don't even know if the effect was dealt at all, because there was no information about insensitivity, it looked more like the game was doing something wrong)

The critical damage for status augments got nerfed by 90%, you'll still be able to apply status effects as their critical chance hasn't changed.

So now if you want to apply status effects, you'll have to sacrifice your critical damage.

  • Agree 1

Share this post


Link to post
Share on other sites

On 11/19/2023 at 7:12 PM, PirateSpider said:

The critical damage for status augments got nerfed by 90%, you'll still be able to apply status effects as their critical chance hasn't changed.

So now if you want to apply status effects, you'll have to sacrifice your critical damage.

yes, but if there is no effect because of immunity, why then it count as working status.

second think is - in every game critical hit means bonused attack, here it means run argument and extremly reduced attack now, so there must be another parameter to run the argument, critical attack is critical, it's like saying that a patient has a critical condition because his condition has improved (i.e. the other way around) ?

Share this post


Link to post
Share on other sites

On 11/20/2023 at 11:43 AM, MEXICAN-SKY said:

@Occultus You still apply crits.

The damage that crit does is now - 90%. 

It's critical only in name ?
the word itself contains the answer, a critical attack is one that causes serious damage and does not just scratch the paint of the tank ?

and I will explain you, it is not 90%, it is minus 90%, how to explain normal attack 400, crit 85 ?

Edited by Occultus

Share this post


Link to post
Share on other sites

On 11/20/2023 at 9:18 AM, Occultus said:

It's critical only in name ?
the word itself contains the answer, a critical attack is one that causes serious damage and does not just scratch the paint of the tank 

You're taking your own (wrong) interpretation of it. Turrets have parameters. Augments change those paramaters, whether that be by making them better or worse. Turrets apply status effects on critical hits. Augments that apply status effects now change the critical damage of the turret to be 10% of its base. 

 

That is all there is to it. Nothing more, nothing less. 

  • Thanks 1
  • Agree 2

Share this post


Link to post
Share on other sites

On 11/20/2023 at 2:28 PM, TheCongoSpider said:

You're taking your own (wrong) interpretation of it. Turrets have parameters. Augments change those paramaters, whether that be by making them better or worse. Turrets apply status effects on critical hits. Augments that apply status effects now change the critical damage of the turret to be 10% of its base. 

 

That is all there is to it. Nothing more, nothing less. 

you still haven't explained to me why a scratch in the paint is called a critical attack, read the meaning of the word critical on the internet, it is not a critical attack! de facto is to unleash an argument with a specific attack force.

 

On 11/20/2023 at 2:49 PM, MEXICAN-SKY said:
  On 11/20/2023 at 10:43 AM, MEXICAN-SKY said:

@Occultus You still apply crits.

The damage that crit does is now - 90%. 

I put the minus symbol in.

read above

Share this post


Link to post
Share on other sites

On 11/20/2023 at 3:20 PM, Occultus said:

you still haven't explained to me why a scratch in the paint is called a critical attack, read the meaning of the word critical on the internet, it is not a critical attack! de facto is to unleash an argument with a specific attack force.

Critical hits with status augments are not just a scratch in the paint. Don't forget that they break the tank's armour, deactivate the supplies, etc, etc. 

Also, i'd like to remind you that tanki online is not based on real life, and the wording can be misleading. Just because we have 'special offers' in the shop, it doesn't nean that they contain something extraordinary or appear so rarely.

Share this post


Link to post
Share on other sites

On 11/20/2023 at 12:48 AM, Occultus said:

second think is - in every game critical hit means bonused attack, here it means run argument and extremly reduced attack now, so there must be another parameter to run the argument, critical attack is critical, it's like saying that a patient has a critical condition because his condition has improved (i.e. the other way around)

Well that's just classic tanki for you.

While I do think that status augments were affecting the gameplay in a negative way, I do agree that lazily slapping a 90% damage nerf on their criticals isn't gonna cut it.

IMO, the status augment issue requires multiple steps to truly fix and balance out.

  • Agree 1

Share this post


Link to post
Share on other sites

On 11/19/2023 at 5:52 PM, Occultus said:

 (in fact, I don't even know if the effect was dealt at all, because there was no information about insensitivity, it looked more like the game was doing something wrong)

Did the player have an immunity? Or did they have a polarisation effect, whether it be from a repair kit, a Dictator OD, a Paladin OD or a Mammoth OD.

Share this post


Link to post
Share on other sites

On 11/20/2023 at 6:42 PM, Akame said:

Did the player have an immunity? Or did they have a polarisation effect, whether it be from a repair kit, a Dictator OD, a Paladin OD or a Mammoth OD.

Could be also phoenix augment  

Edited by Tekken8

Share this post


Link to post
Share on other sites

On 11/9/2023 at 9:02 AM, Romantically said:

I know everyone hates hover hulls but if it'll be same as on test it's gonna make them borderline unplayable

In the words of a great man,

 

”Free at last, free at last, God almighty, free at last.”

 

if those hulls fall out of favor, Tanki might be Tanki again.  This game lost all the dynamics of armored tanks combat the moment we got jumping and strafing tanks.

 

THANK YOU TANKI! 

Share this post


Link to post
Share on other sites

On 11/20/2023 at 5:45 PM, Tekken8 said:

Could be also phoenix augment  

Oh yeah, forgot about this, though atleast paladin od doesnt protect from burning and freezing, I assume pheonix doesn't either, hmm.

 

On 11/20/2023 at 7:00 PM, FogOfWar_XXX said:

In the words of a great man,

 

”Free at last, free at last, God almighty, free at last.”

 

if those hulls fall out of favor, Tanki might be Tanki again.  This game lost all the dynamics of armored tanks combat the moment we got jumping and strafing tanks.

 

THANK YOU TANKI! 

I am still using Shaft and Hopper, no amount of nerfs will stop me from playing this 1 combo.

  • Agree 1

Share this post


Link to post
Share on other sites

On 11/21/2023 at 12:49 PM, Akame said:

Oh yeah, forgot about this, though atleast paladin od doesnt protect from burning and freezing, I assume pheonix doesn't either, hmm.

Yeah, Calibre's latest vid shows his tank with the phoenix aug getting burnt and frozen, i dont think neither phoenix nor polarisation have immunity against temperature changes

images:

 

Share this post


Link to post
Share on other sites

On 11/21/2023 at 9:02 AM, Atomic_Tanker said:

I am fairly certain that polarisation via repair does have immunity against temperature changes. Though @TheCongoSpider can confirm if it is or isn't.

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...