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jizerai

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Everything posted by jizerai

  1. The first thing you do is educate yourself on said ability. I could tell you that they have a 10m range, but don't take my word for it - check it out yourself. The second thing you do is very important. Don't panic! They cannot do this forever. Indeed, your Resolve Bar will fill up eventually (after 2 of them, to be precise) and the stealther will have to reveal him/herself as the cheating scoundrel he or she is! The third thing is realizing that once they have exited stealth, they can vanish once - so DoT that mother up! They can/will probably remove it before they vanish, but still.. it's good practice. The last thing to realize is that if you're facing a good stealth node guardian, you're **** out of luck. He/she will keep you occupied until help arrives, unless you and your friend is really good as well (and I'm not necessarily taking about gear here). Conclusion: Force the stealther to come out of stealth (max out your resolve and only use your CC breaker after resolve is full), DoT and use AoE/Stealth Scan once he/she re-stealths, then beat mercilessly and cap before reinforcements arrives.
  2. Not calling "wolf" here, but are you sure that they didn't have jump abilities? Edit: Holy necro Batman! ;O
  3. You're the one who's in need of some learning here, so listen up. Static Barrier counts as healing when it absorbs damage. It's been tried and tested on multiple occasions and on every one of them they've come up as healing. That does not mean that part of said healing isn't from DoT critical hits as well. But please, stop propagating false information regarding abilities. I can still remember those "10k Static Barrier" threads that was floating around..
  4. I would rather see a smaller window of CC immunity after a full resolve bar is achieved, but it taking less stuns to get there. That way, you wouldn't become unstoppable (no pun intended) in Huttbull for far too long periods of time. It would also mean that those 8-13 second stuns wouldn't be a problem either.
  5. Trust me, logical arguments will not work on the true believer. Everything was better before, even though most people *****ed and moaned then too, they've just forgotten about it.
  6. jizerai

    Nerfed ops!!!

    Yeah, it's a "nerf". Seriously, people. Have you nothing else to do?
  7. jizerai

    pvp medals

    25 Kills 5k Damage 300k Total Damage 2,5k Healing 75k Total Healing 300k Total Healing 2k Protection (Single Life) 10k Protection (Single Life) 5k Total Protection 50k Total Protection 1k Attacker Points 3k Attacker Points 10k Attacker Points 1k Defender Points 3k Defender Points 10k Defender Points Dauntless (a whole bunch of them) I think that's it. Might have forgotten some.
  8. jizerai

    Twinks

    In theory, you could leave the Warzone just before it ends, and receive no experience from it. I don't think I've ever seen that happen, though.
  9. jizerai

    This is Epic

    Yes, that is obviously what we should take from this! QFT
  10. jizerai

    Twinks

    I had over 19,5k at lvl 45-49 as a Juggernaut. That was a bit sick.
  11. Because they've killed the guys that went to that side, trying to "delay", or they took some cubes too.
  12. I think it's because in Civil War the "left" turret is more easily taken by your own team. Also, just running in to "delay a cap" in Ancient Hypergates will usually only result in the opposing team getting free points for kills.
  13. I must have a Centaur Marauder!
  14. jizerai

    Patch tomorrow 1.7

    There is one, but not in the Developer Tracker. Source
  15. jizerai

    Patch tomorrow 1.7

    I'm willing to bet any amount of credits that 1.7 will not be rolled out on the live servers tomorrow. I'll even give you 2 to 1.
  16. jizerai

    PVP High end gear

    All they needed to do was make miniscule increases on the existing stats and everything would've been fine. I see absolutely no reasoning for this inane itemization on their part. They did it on Recruit -> War Hero, so I really don't get it. Anyway. Have fun PvP:ing for another set.
  17. I was just thinking that. Don't stand near the console and you're fine. Also, don't - and I can't stress this enough - ever use your CC-breaker unless you absolutely have to. A good example of when not to use it is when someone Sleep Darts you and then nothing happens.
  18. I absolutely agree. They are different and should be treated differently. I am simply giving you an example as to why it doesn't necessarily mean that it was intended to give you an absolute "immunity" to Tech/Force attacks. I disagree that it "should" (and therefor must) be applied to CC only - but that's just semantics, really. As we both have stated, we are not aware how the mechanics work exactly. But it is quite obvious that they work in different ways, as they would be the same otherwise, which they obviously aren't (Tech/Force ignore both Defense and Shield for example). Your guesstimates are just as good as mine on this. I make a hypothesis, find empirical data and come to a conclusion. So do you. My conclusion is different from yours, obviously, and only one of us can be right. But you have absolutely no more proof on your side then I do considering the fact that we don't know anything of the said mechanics at work. And trust me, I've tried to find some information on this, but there just aren't anything available on the subject that I can find (btw, as an interesting point, in their own manual you can find that Accuracy does reduce Resistance, not that I put any real faith in it). However, it would be quite easy to gather some data on the subject. All we need to do is a controlled experiment and see how many times we come up with a successful Tech/Force ability and compare it to what we should find if I'm correct. If I have time, I will do just that. Had you read me edit, you would see my response to this.
  19. Hence the "no". Of course they have other abilities as well and they cannot just use Smash every 8sec for full effect, but Enrage + Force Charge/Obliterate for example isn't a setup, it's pushing two consecutive buttons (one which ignores the GCD) and remember that Obliterate is going to be off cool down pretty much every Smash, for example. Also, if I were exaggerating it was more for effect then actually saying there aren't good Rage-players out there. Of course there are, just as there are other players out there who are good at their classes. But that isn't the issue. The issue I have is that it's a poorly designed tree with a one-trick-pony and a very high damage-to-skill ratio. And for the record, I find the Pyro-spec just as tedious to be frank, but at least it doesn't ignore Defense/Shield or auto-crits all the time. Edit: Or is an AoE attack, for that matter.
  20. So your argument is that "Smash is fine, because if four abilities hit you at the same time you're dead anyway and you need to learn to play" even though the argument against yours is that A) It's an AoE attack B) It's a Force attack (and cannot be defended/shielded against) and C) It's an automatic critical hit. Having an AoE attack that do the highest single target damage is flawed, especially if said ability is on a short cooldown and has an easy setup. If you cannot see that, I doubt there is any logical argument that can persuade you of it.
  21. Yes. If you have 10% Accuracy (in total) and your opponent has 10% Defense, you will never hit. That's how it works (in reality, he will Dodge/Deflect etc 10% of the time and you will Miss 90% of the time which actually has implications). I've noticed it on several occasions that Force Shroud does not give you a complete immunity - but look at the ability if you don't believe me! The tooltip says "... increases your chance to resist Force and tech attacks by 100% for 3 seconds." It is not an immunity, as certain other abilities are. Just because the internal mathematical calculations are not the same, does not mean they don't behave the same way in-game. One derives the chance of Hit/Miss based on Accuracy - Defense = ChanceToHit and the other derives the chance of Hit/Resist from Resistance - Accuracy = ChanceToResist. For example: 200 - 110 = 90. That will explain why people are experiencing being hit anyway. Let's take Evasion for example. You have a base 5% Defense Chance. That is then increased to 105% during 3 seconds. Now, when being attacked by someone with higher Accuracy than 105% you can still be hit. The same is true of Saber Ward or any other ability that can increase Defense and/or Resistance. I see absolutely no problem here. With that being said, until BioWare actually tells us how their internal mechanics work, or that the ability is indeed broken in some way, we simply have to make estimates here. And for most of the time, people are not hit by Force/Tech attacks during the duration. That makes me believe that it is working as intended. Edit: It seems I didn't read your question regarding Evasion very well (I should've been in bed hours ago...). You're correct that Evasion gives you 200% when looking at the Defense Chance (it still states 100% on the tool tip though). I cannot answer your question here and now, since I cannot recall if anyone has hit me during Evasion or not, but I can absolutely try to make some research on the subject and test it in-game. It's easy enough to do.
  22. Do you use Sabre Ward as well, because I'm pretty certain Leg Shot is a Ranged (aka weapon) attack and therefor not even remotely governed by Resistance.
  23. No. Every point above 100% reduces your opponents Defense. Had you read the actual article, you would probably have deduced it. Let's take some examples: The same is true of Resistance. Your Accuracy reduces the chance of your opponent Resisting the attack. That is why Resistance is increases by 200% (and not 100% as it says in the tooltip). Let's say your opponent has 110% Hit Chance on a Force/Tech attack, that would mean that your actual Resistance Chance against said attack would be 200 - 110 = 90% Here's another article for you all to read that should clear it up even further. Edit: Just to make things clear here, it's late and I might've made some errors. The point is this: Defense/Resistance directly negates Accuracy
  24. That's because you don't understand how Accuracy works. SWTOR uses a Two Roll system, where you first checks to see if a hit lands and the second, if it's a critical, shielded or normal attack. The first roll is simply a matter of Accuracy vs Defense/Resistance (Deflect, Miss, Dodge, Resist and Parry are treated the same way mathematically, but they can trigger different effects). Source - or you can Google it yourself. The truth is out there.
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