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Seront

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Everything posted by Seront

  1. I didn't see it listed in the feature list, but what are the chances of tracking effective healing or overhealing? If I'm not mistaken, it's unfortunately non-trivial. Since you don't get current health reported in the combat log you need to track damage and incoming heals on a per-person basis, and then attribute the healing appropriately. Any chances of that in the future? I would love you forever. =) It's difficult to compare heals between my scoundrel and our guild's sage since at least in MOX parser it counts every bit of healing from the sage's aoe even if everyone is topped off.
  2. Yeah, we're generally an 8 man casualish guild. We're not horrible. We did at least have the server first for Zorn and Toth on hard mode (Top 20 population server). I know that's not a super accomplishment or anything, but we don't *completely* suck.
  3. Psst! It's supposed to be! Endgame is balanced assuming no augments.
  4. Weird.. The Shadow (Republic mirror class) in my guild is top dps on pretty much every Denova boss fight. Maybe all of our other dps suck. Our Scoundrel dps (Scrapper) is usually #2.
  5. I dunno, it kind of makes sense. Think of it like a 'second chance' lottery type of thing. Let's say you want to get two augmented blackhole implants. Well, you make ten and one crits. You have one of them, and can reverse engineer the eight more to 'buy' an augment for the last one. If the augment kit materials are both slot specific and can only be used to augment items of equal item rating or lower this would actually be a brilliant (though likely expensive) solution to people with really crappy RNG luck. Really, if this is the way it works, then it's really an effective (and probably MUCH easier from a coding perspective) way of creating a system where your chance to crit increases after each try until you crit, at which point it resets. AND(!!) you can do this without changing the average crit rate (sans bonuses). I think that's really the way to think of it, as a buffer against crappy random streaks. The only reason that I have doubts about them limiting it quite in this fashion is the following. Do they really want to introduce 100s(!) of new items into the database? I don't know if they will have green/blue/purple, but imaging a buttload of items like Augment Slot Crafting Material [Head] (140). These clearly wouldn't stack. =) It'll be interesting to see how they do it. I hope it's done intelligently.
  6. I think you've probably hit the nail on the head honestly. I suspect if you use such a thing on an orange piece of gear (low level with a lower augmentation kit), it will limit the mods and enhancements you can put in it, or perhaps just the level of the augment. Anyway, people have to remember that the game is balanced for people not having augments, so Bioware has two choices. They can either rebalance with the assumption that everyone has augment slots (easy to do if you just nerf stat benefits per point by a fixed percentage), or they can retain the expensive nature of getting augments in certain slots.
  7. I think this was actually posted in the New Players section.... Don't know why the moderators thought it belonged here instead...
  8. How much have they said about this? I kind of doubt that it'll kill crafting altogether. I suspect you'll have item-type specific augment shtuff. They'll probably divy out these items similarly to how they divied out augments. I imagine something like one item that uses rare mats that can 'augmentify' either a bracer or wrist that requires expensive mats and only a certain craft can make that item. Maybe instead of slot it'll be light armor or medium armor. I expect them to make it more expensive that it is currently. I.e., pay more up front but then you don't have to bother with RNG. Getting augment slots is SUPPOSED to be f'ing expensive and hard. They said themselves that it puts you above the stat curve that they've balanced to. If the assumption is that everyone is running around in fully augmented gear, then they need to rebalance everything or we shouldn't have augments to begin with. It's already trivial for quite a few slots.
  9. I imagine people are less willing (and able) to throw away 200 daily commendations for a shot at a schematic than they are 35 black hole commendations for an implant. A LOT less work.
  10. By which point there will possibly also be (A) new gear or (B) the ability to add augments to existing gear. Also, who knows how much they're going to charge for it and how much of a boost it'll be. I'm definitely very much looking forward to that perk, and have been, but 1.3 is still some time away. =)
  11. Yup. The OP is likely from the daily comm vendor, my black hole implant was from the Campaign and Black Hole guy who takes Black Hole comms. I was lucky and learned the schematic on the first try (20% chance).
  12. I prefer my way. Trade completed item for just exotics. I like to think of it as a high efficiency reverse engineer.
  13. Quite easily actually! I am in the same boat. I've made 15 now of a black hole implant without a crit. First, and importantly, there isn't much if any profit in the non-augmented black hole implants. At least on my server, the purple mats go for around 400k each and the blues for around 200-250k on the GTN. Ignoring the non-exotic mats entirely, the cost to make a single implant is 1.6 million at a minimum. The black hole implants simply won't see for this much, at least not on my server. So, since I'm not in it for profit, and only to get myself augment slots, I trade completed (non-crit) implants for just the exotic mats. I end up eating about 100k or so in green mats (+ paste) and I forgo any tip. 11 of the crafts that I've attempted have been done this way. The rest were from some mats I acquired myself, as well as some purchased from the GTN. It was easier for me because I was one of the first people on my server to have any of the patterns. Now that there are more people with the schematics, the exotics have become much more scarce. At first I'm sure a lot of people went to their guild and said 'hey, can I take these from the guild bank so I can get a piece of gear?'
  14. Wow.. yeah.. I just checked and I didn't realize it was that ENTIRE coming soon page... I don't see how that should even fall under Legacy at all then. I'll still buy it on my main, but damn.
  15. As long as Legacy of Crafting (+crit crafting bonus) is server wide, I'll be happy.
  16. It was just covered in a Q&A. For an orange difficulty item, base chance to crit is 10%. 10k affection is +5%. Then any +crit on a companion is a direct percentage bonus. So, if I was making a black hole item with a 10k affection companion that had +2 crit Biochem, it would be 10%+5%+2% = 17% chance to crit. And yes, they're each independent probabilities.
  17. What? No. It's looking totally normal. 4% is just under 1 in 20. That's EXTREMELY common when you're talking about many hundreds of thousands of players. I don't like the system as it currently stands, but it's not 'broken.' That's just statistics.
  18. ^ Confirmed by devs. Check the dev tracker and the Q&As if anyone has any doubts.
  19. Just unlucky. I've made 15 of a black hole implant pattern I have. Mostly I get the mats my trading a completed item for just the exotics. I don't have a Biochem +crit companion, so at full affection it's a 15% chance to crit each time. (0.85^15) is only ~0.08. Or, 8 percent of the time one will get streaks at least as long. You're a bit worse, at 4%, but still not outside the realm of 'it's gonna happen to someone many, many times a day.' It blows, but such are stochastic processes. EDIT: Oh, and I have seen black hole implants crit. Guildmate made two from a pattern he got and they were both augmented. Another person from another guild made a single one, also with an augment slot. So, among the people I know, I have the worst luck by far.
  20. They can be crit-crafted. I've seen several around. One of my guildmates managed to get two, and another guy in another guild got one. I, on the other hand, have made quite a few without any, but that's not surprising since at full affection the best I can do is a 15% chance.
  21. What more official word do you need that that the MOX parser has a thread that is left alone by mods when many others are removed?
  22. Also, if you want the purple reusables for your level you can find another biochem with the pattern and have them make it for ou. They require biochem but they are boe.
  23. They wouldn't have been orange anyway. You only get oranges for reverse engineering moddable items, which belts and bracers are not. They said a while back that you could only re campaign for shells, but not black hole. The black hole implants and ears do give schematics though. I assume campaign belts will still give a schematic? It's kind of disappointing, but thanks for the info OP.
  24. I believe it's 10% for grinding green-->blue-->purple. It's only 20% for learning schematics for stuff like black hole implants and other end game gear. Is there not a tooltip?
  25. Yes. I know that. I believe the correct response to my post is 'Yes.' I never meant to imply they were being removed, hence my comment about everything (post 1.2 introduction) being BoE. Sorry if that was not clear. It gets tiresome having to write a several paragraph diatribe every time I make a post to clarify any assumption people might make.
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