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atschai

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  1. Watchdog tram almost kills you When using the tram to the 2nd location (Watchdog) players sometimes take ~95% dmg. My best guess is that this could be fall dmg being applied when being teleported. That seems to happen when your rocket boost runs out mid-teleport
  2. Healing numbers in Nefra NIM groups were suspiciously low this week, even in 16man, sorcs and soldiers were rarely above 20k. Is this a different bug then?
  3. Tech damage and healing is affected though
  4. Wow BW, it took you 2 months to figure THAT out? And 2 more in order to fix it?!? I can't even...
  5. I had a gree legacy offhand knife on one of my companions which is nowhere to be found... Bummer...
  6. Willkomen auf dem Server
  7. Nich wirklich, da die Klassenänderungen für Schatten, Gelehrte, Maros und Sniper nicht eingepflegt sind. D.h. die angezeigten DPS stimmen nicht. Die Krit/AP-Werte sollten aber noch passen... Ob ich mir die Mühe vor 3.0 noch mache ist fraglich, da ich dafür Torparse brauche und das ist ja seit ein paar Monaten down...
  8. I LOL'd. And as a german I assure you: If you did not understand the translation Google provided you, it was not Google's fault
  9. That's a known issue with the french client and how reports misses to the log: vs Note that there is not one instance of miss in the french log, so Torparse does not list them in the overview...
  10. I give it you never tried the (23|0|23) Hots n' Dots hybrid? Might be what you're looking for. Works great for PvP and PvE in certain cases. Energy return from critted Dots gives you enough resources to keep healing the group. I used to play it in Asa NM on the last boss back in the time when we were trying to beat the enrage and the occasional PvP for Lulz. Single target healing is virtually not impaired, only group healing suffers for the lack of kolto cloud...
  11. Don't sweat it, DPS number given is no way average. Rather concider it a top ceiling of what is obtainable. Parses on the Torparse leaderboard involve a lot ot luck, especially for a tight rotation as the guardian's. Crit rate on high damage skills is essential for high numbers. If you want a realistic "average number" you should substract maybe 5% from the value. For me, it is not really feasable to look up tens of parses on Torparse in order to predict a realistic average number. Consider, this is not a simulator but a calibrated model. The diffence is, in a simulator you run a series of up to 1000 runs of an actual rotation resulting in an average and a variation for your damage distribution. In this model, you have fixed probability values and can only expect one target number which gets calibrated against the top spot in the DPS Leaderboard. (That said, I re-inserted Kishekzuns numbers against which I calibrated and got his current DPS (3880) numbers. Do not expect to meet those but in exceptional circumstances.) You might want to argue, if I use average values and calibrate against an exceptional parse, does that make sense? That depends on how you interpret the DPS value given as a result. Just see it as a value you can achieve with luck in optimal conditions. On the other hand, the higher your crit is, the higher the variance of your DPS is. That is why you get better results with higher crit value. Average DPS should be better with optimal stats. As for You can play with the "surge buff" value in Datasheet (for engineering, field R41). Usually, AOE damage accounts for 40% damage, for Draxus, it can be up to 65%. With a 30% surge buff, you usually have a value of 0.12 in there, for Draxus put 0.2. This could move your crit value by about 100 points.
  12. Schnelligkeit macht frühestens mit full 81er Gear Sinn, da irgendwann die diminishing returns der Woge so groß werden dass es sich nich mehr lohnt noch mehr zu stacken. Extrem wichtig ist allerdings Präzi auf die 100 zu bekommen. Da gibts keine Alternative. Guckste hier
  13. En'Ten + Forlorn Hope und The-Force machen das noch mindestens regelmäßig auf Rep.
  14. Yeah, I know. I recently introduced alacrity and did not modify this yet. I updated the calculation and it now accounts for that. The way I've done it is I look at the refence DPS of the class on Torparse, assume optimal stats for that number and reduce the actual DPS due to suboptimal surge/alacrity distribution. Its not nice, but at least its there now. The way I structured DPS calculation it would become too taxing for docs to do it correctly for the time being I guess... The way surge is supposed to be handled is the following: you input the surge percentage in melee/ranged in your character sheet on the first page. All bonuses to tech surge/certain skills get accounted for via the lookup table in the Database sheet. The way certain skill bonuses are handled is the following: I look how much damage percentage the respective skill does in the current rotation and then calculate an average contribution to surge based on that percentage. In the case of a sharpshooter there is deadeye which does 30% surge bonus to three skills amounting for 50% of total damage dealt so 15% overall bonus. Additionally I need the actual surge value for the alacrity variation. Thats why you have to put it in twice, one time as percentage, the other time as numerical value. This it not necessary... Yeah. Just enter the value as stated on the first page of character sheet. 85% surge it is. I checked this for rage and the 15% on all attacks gets directly added to the surge value in the character sheet. So I removed that value from the lookup table... Thanks, I fixed that and added additional relics while I was at it. DPS values are for input values. I updated the description to reflect that better.
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