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dipstik

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Everything posted by dipstik

  1. the non moddable gear is basically useless for anyone working on a set bonus... might as well have a button to automatically deconstruct nonmodded gear.
  2. so once we get the mount on the pts how do we get it on live?
  3. please make all vet and mm ops lvl 75 synced if not already
  4. they need to get rid of the 20 different versions of mods we only need 4 mods really since not many use the A mods... unlettered and B mods for power and defense... thats 4 mods. and the fact that mastery, power and endurance do not matter for anything except 2 areas and 1 op now.... i think those are the biggest issues which they have done nothing about... despite having time.... and if they were going to change it they should have said somethjing by now about how they see what we are saying and will be pushing X at time T etc.
  5. how about this... item rating for toon = X min in toons range = r max in toons range = R min in instance = i max in instance = I (wtb times new roman) (X-r)/(R-r)=P for progress... this is you progress in you toons current level's item rating range. for lvl 70 r would be something like 226 and R would be 258. so if I was in 248 gear my progress would be P= (248-226)/(258-226)= 0.6875... so im about 69% of the way to max gear for my level... so in some sense you would think i should be scaled to 31% below the cap of the instance... but we dont want to talk in caps, we want to talk in scales... now for a particular instance we might have a level 50 instance. the minimum item rating for lvl 50 gear is something like 108 (thats a level 48 green armoring ... resolve armoring 24 premium). So i=108. for the max it would be something like 154 (Artifact level Armoring 28 level 50). So the Live scaling factor should be such that the progress in the toons current level is mirrors in the scaled level. We want (L-i)/(I-i)=P, solving for L we get L=P*(I-i)+i=[(X-r)/(R-r)]*(I-i)+i So a level 70 toon in 248 gear would have their base and bonus damage scaled to 0.69*(154-108)+108=139.74 So what we want is a Scale (S) to turn our 248 into 139.74. So 248*S=139.74 gives S=L/X, which in this instance equals 0.563... this assumes that damage has been increasing linearly with item rating. But we may be able to put bolster on top of these effects because of the following example: A level 75 in item level 270 gear in a level 50 instance would be scaled down to L=[(270-268)/(306-268)}*(154-108)+108= 110.42, which gives 110.42/248 = 0.445 (like wearing Green Armoring 23 at item rating 108) which sounds harsh, but it maybe bolster can be used for those near the floor of the range like we do currently...
  6. look at the dev posts that are "a day in the life of" recently
  7. some trash hit too hard and bosses seemed kind of easy in vet mode. adrenals and relics being useless in any content seems like bad design to me. i am a proponent of scaling, not capping.
  8. I like the idea of scaling all the nim operations to lvl 75, as well as hm rav/tos. maybe all of gods should be lvl 75.
  9. i wish they would scale and not cap. lets say Alice is in 306 and Bob is in 268 gear and they are doing a lvl 70 vet op. since crit, alacrity and accuracy only modify the base and bonus damage, you can simply scale the bonus damage by some factor that depends on the difference between some high gear point to their gear point. assuming 358 gear is max gear at end of 6.x and 258 is the max ilvl of lvl 70 content, Alice's base and bonus damage would be scaled like 306/358=0.855 and Bob would be scaled like 268/358=0.749. But you could do something even simpler which is scale everyone by the same amount 258/358=0.721 this way when you get a new mod or relic, you get to see the difference in dps in your parse, which is what gearing is all about (and killing things).
  10. right gear as in? maybe they should try again when phase 3 is up
  11. i really really really hope they are doing this the right way... if vet and mm ops become easy mode where gear doesnt make a difference, this will break my heart... maybe someone with BW can post the previous iteration philosophy and how feedback influenced the recent changes and what those recent changes are, and the philosophy that was used to develop such action. can you confirm that the previous design was to hard cap mastery/power/tech/force power and leave tertiary stats unaffected? How did you change that (or whatever is was) in the new build?
  12. how did they go from 0 charges to 2? was it the new ability with set bonus that takes a bunch of stuff off cooldown?
  13. here are results for gcd casts. would be nice to have this data for channels (diagnostic scan/ lightning strike) using data from https://docs.google.com/spreadsheets/d/1QDQ-kZ_fo5Em_lZLh1pQRXdcDRnLLphwFZjR0wDP9HQ/edit#gid=1526455495 summary: https://pasteboard.co/IzZn0PG.png Two-Sample T-Test and CI: 0, 862 Two-sample T for 0 vs 862 N Mean StDev SE Mean 0 20 1.5465 0.0500 0.011 862 20 1.4988 0.0170 0.0038 Difference = mu (0) - mu (862) Estimate for difference: 0.0478 95% CI for difference: (0.0233, 0.0722) T-Test of difference = 0 (vs not =): T-Value = 4.04 P-Value = 0.001 DF = 23 Boxplot of 0, 862 Two-Sample T-Test and CI: 0, 755 Two-sample T for 0 vs 755 N Mean StDev SE Mean 0 20 1.5465 0.0500 0.011 755 21 1.50029 0.00901 0.0020 Difference = mu (0) - mu (755) Estimate for difference: 0.0463 95% CI for difference: (0.0226, 0.0699) T-Test of difference = 0 (vs not =): T-Value = 4.08 P-Value = 0.001 DF = 20 Boxplot of 0, 755 Two-Sample T-Test and CI: 0, 1293 Two-sample T for 0 vs 1293 N Mean StDev SE Mean 0 20 1.5465 0.0500 0.011 1293 22 1.4120 0.0366 0.0078 Difference = mu (0) - mu (1293) Estimate for difference: 0.1346 95% CI for difference: (0.1069, 0.1623) T-Test of difference = 0 (vs not =): T-Value = 9.88 P-Value = 0.000 DF = 34 Two-Sample T-Test and CI: 0, 1294 Two-sample T for 0 vs 1294 N Mean StDev SE Mean 0 20 1.5465 0.0500 0.011 1294 22 1.4133 0.0341 0.0073 Difference = mu (0) - mu (1294) Estimate for difference: 0.1333 95% CI for difference: (0.1062, 0.1604) T-Test of difference = 0 (vs not =): T-Value = 10.00 P-Value = 0.000 DF = 33 Two-sample T for 0 vs 1724 N Mean StDev SE Mean 0 20 1.5465 0.0500 0.011 1724 22 1.4030 0.0213 0.0045 Difference = mu (0) - mu (1724) Estimate for difference: 0.1435 95% CI for difference: (0.1187, 0.1683) T-Test of difference = 0 (vs not =): T-Value = 11.90 P-Value = 0.000 DF = 25 Two-sample T for 0 vs 2155 N Mean StDev SE Mean 0 20 1.5465 0.0500 0.011 2155 22 1.4012 0.0222 0.0047 Difference = mu (0) - mu (2155) Estimate for difference: 0.1453 95% CI for difference: (0.1203, 0.1703) T-Test of difference = 0 (vs not =): T-Value = 11.97 P-Value = 0.000 DF = 25 Two-sample T for 862 vs 755 N Mean StDev SE Mean 862 20 1.4988 0.0170 0.0038 755 21 1.50029 0.00901 0.0020 Difference = mu (862) - mu (755) Estimate for difference: -0.00149 95% CI for difference: (-0.01027, 0.00730) T-Test of difference = 0 (vs not =): T-Value = -0.35 P-Value = 0.732 DF = 28 Two-sample T for 862 vs 1293 N Mean StDev SE Mean 862 20 1.4988 0.0170 0.0038 1293 22 1.4120 0.0366 0.0078 Difference = mu (862) - mu (1293) Estimate for difference: 0.08685 95% CI for difference: (0.06912, 0.10457) T-Test of difference = 0 (vs not =): T-Value = 10.01 P-Value = 0.000 DF = 30 Two-sample T for 862 vs 1724 N Mean StDev SE Mean 862 20 1.4988 0.0170 0.0038 1724 22 1.4030 0.0213 0.0045 Difference = mu (862) - mu (1724) Estimate for difference: 0.09575 95% CI for difference: (0.08378, 0.10773) T-Test of difference = 0 (vs not =): T-Value = 16.17 P-Value = 0.000 DF = 39 Two-sample T for 862 vs 2155 N Mean StDev SE Mean 862 20 1.4988 0.0170 0.0038 2155 22 1.4012 0.0222 0.0047 Difference = mu (862) - mu (2155) Estimate for difference: 0.09757 95% CI for difference: (0.08527, 0.10988) T-Test of difference = 0 (vs not =): T-Value = 16.05 P-Value = 0.000 DF = 38 Two-sample T for 862 vs 3017 N Mean StDev SE Mean 862 20 1.4988 0.0170 0.0038 3017 22 1.3983 0.0139 0.0030 Difference = mu (862) - mu (3017) Estimate for difference: 0.10048 95% CI for difference: (0.09070, 0.11027) T-Test of difference = 0 (vs not =): T-Value = 20.82 P-Value = 0.000 DF = 36 Two-sample T for 1293 vs 3017 N Mean StDev SE Mean 1293 22 1.4120 0.0366 0.0078 3017 22 1.3983 0.0139 0.0030 Difference = mu (1293) - mu (3017) Estimate for difference: 0.01364 95% CI for difference: (-0.00350, 0.03078) T-Test of difference = 0 (vs not =): T-Value = 1.64 P-Value = 0.114 DF = 26 Two-sample T for 1724 vs 3017 N Mean StDev SE Mean 1724 22 1.4030 0.0213 0.0045 3017 22 1.3983 0.0139 0.0030 Difference = mu (1724) - mu (3017) Estimate for difference: 0.00473 95% CI for difference: (-0.00625, 0.01571) T-Test of difference = 0 (vs not =): T-Value = 0.87 P-Value = 0.388 DF = 36 Two-sample T for 2155 vs 3017 N Mean StDev SE Mean 2155 22 1.4012 0.0222 0.0047 3017 22 1.3983 0.0139 0.0030 Difference = mu (2155) - mu (3017) Estimate for difference: 0.00291 95% CI for difference: (-0.00843, 0.01425) T-Test of difference = 0 (vs not =): T-Value = 0.52 P-Value = 0.606 DF = 35 Two-sample T for 2155 vs 3448 N Mean StDev SE Mean 2155 22 1.4012 0.0222 0.0047 3448 23 1.3080 0.0270 0.0056 Difference = mu (2155) - mu (3448) Estimate for difference: 0.09327 95% CI for difference: (0.07843, 0.10811) T-Test of difference = 0 (vs not =): T-Value = 12.68 P-Value = 0.000 DF = 42
  14. i thought it was only instant abilities that were affected by a floor function rounding of gcd... channels and activations etc should reflect alacrity to .01 seconds.. you should be able to test with diagnostic scan and kolto probe and compare apm at different alacrity levels. you should be able to get a good estimate based on around 30 activations of each ability at each alacrity level.
  15. i think legacy unlock was poor wording. i was thinking rocket boots and those things in that legacy unlock screen.
  16. what do you think woud be fair drop rates? 20% chance of mod 4 ilvl above average 40% chance of mod 2 ilvl above average 40% chance of mod at ilvl average ? maybe this will help them. nonmoddable gear is basically useless if you have a set bonus piece in that slot, so that could be a check. they have to stop with the 21 variants of mods. getting A and B mods should only happen on a tank. high endurance dps/heal enhancements should not drop unless youre on a tank.
  17. i think that was equivalent to present 236 lvl so we still have a way to go i think
  18. looks like we will eb able to get 1.3 with augments and vm dxun drops.
  19. only items that are less than level 75 should not have mods... otherwise we are likely to be using this for endgame, which means we need to be able to customize.
  20. looks like the greased lightning is giving around 9% buff at 5 stacks. i used an ability that doesnt have a range (corrosive dart) and with the elemental buff it was hitting for 1795 wihout the tactical. a rotation of just corrosive dart, corrosive grenade and rifle shot (to make sure i was getting 1 hit every second) i was getting 1955 ticks for the non crits. For grenade i was getting 1394 without the greased lightning and 1524 with.
  21. tech frags are legacy currency right?>
  22. Main is drops which seem to only work in like 4 places right now
  23. could finish two bird, onderon relics. loots not working here right?
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