Jump to content

Kihra

Members
  • Posts

    241
  • Joined

Everything posted by Kihra

  1. Note you need to make your reports public for them to rank. Unlisted/private don't really rank (and just give you an estimate compared to public parses). Percentages are kind of wonky at the moment because nobody has really uploaded stuff yet.
  2. The healing numbers you see in the healing done pane are effective. Overheal is not included.
  3. These issues have been addressed. You can go view your logs now, and they should be good.
  4. Hi everyone. My name is Kihra, and I am the original creator of Warcraft Logs, FF Logs, and ESO Logs. I wanted to announce here that we now have a full-featured version of our system available for Star Wars: The Old Republic, and you can check it out at https:///www.swtorlogs.com/ All of the features from our other sites are now supported for SWTOR. This includes: - leaderboards for guilds and players for all operations, with speed, dps, hps and execution rankings. - detailed breakdowns of damage, healing, buffs/debuffs, threat, and ability usage - combat replay, watch how players move around the arena, and see dps/hps update in real time as well as watch abilities get used in real time - support for analyzing multiple raid nights at once using multiple report analysis - character and guild pages and management - a robust web api that you can use to build your own sites on top of our system The site is in beta now, and we expect to iterate rapidly as we get more sample logs to work with, and welcome your feedback regarding any features you'd like to see or any customizations/changes you feel would be good for SWTOR specifically. Thanks!
  5. Hi, my name is Kihra. I am the creator of Warcraft Logs and WildStar Logs, and I am interested in porting my system over to SWTOR. One of the big features of my site is a view called Combat Replay that is able to replay the combat, showing player positions, raid frames, casts, health, etc. In order to bring this system to SWTOR, I need some information added to the combat log. I wanted to suggest what it is that I need so that you could consider adding it. (1) Hit Points and Max Hit Points. (2) X and Y positions (for both players and enemies). In terms of what WoW does, they communicate this information for the source of the event for casts, and for the taret of the event for damage/healing. For most other types of events, they don't include this info. This gives a sufficient sampling to show positions and health accurately.
  6. I'm the creator of Warcraft Logs and WildStar Logs. I wouldn't mind supporting Star Wars as well, if they would just make combat logs work with all players. I'm not interested in doing log merging.
  7. For what it's worth, they did buff The Dread Guard on 8-man. I really don't think they intend for 16-man to be that much harder than 8-man. It just always works out that way when they first throw the fights up onto the PTS. They usually manage to bring them closer together by the time they go live at least. For example, in HM EC, the difficulty levels felt pretty close (with the notable exception of Firebrand and Stormcaller, which was harder on 16-man).
  8. There are actually what look like "flowers" at each possible pheromone spawn location, so you can just look for those to see the possible spots where they can show up.
  9. Keep in mind that the death overview in your chat window will lie on this fight and give you incorrect information. You have to go to raw logs to really understand what triggered Touch. You absolutely can die to Savage Wounding depending on your transition timing, so just make sure the tank that does not have Savage Wounding is the first one to pick up Kephess after the Gift. Ways to die from Touch that you should watch out for: (1) Savage Wounding ticks. (2) Standing in a purple circle. (3) Being in front of Kephess when he knocks back your co-tank. Savage Arcing Slash is a huge frontal cleave, so if you are in front of Kephess even when he's hitting your co-tank, you'll die. Fix this by just flipping Kephess so that he's not facing the tank dropping circles as that tank is running back in to taunt. (4) Getting punted into a wall and gibbed by a melee attack during the very brief period between the Savage Arcing Slash knockback and the Breath cast. To fix this, always be running away the minute you get knocked back. Always give yourself a runway. Don't ever let yourself get knocked into a wall.
  10. Kephess is the new Kael'thas. Bonus points to the devs if he opens the new fight with "Denova was merely a setback!"
  11. The raw logs are what I need. Just a heads-up for people who may be asking "Why bother?", this is a logs site that is striving to really give you a highly accurate picture of what is going on in raids. For example, we handle proper computation of Effective Healing and Overheal and also track Absorbs, properly attributing them to the correct source. So please send in those logs! Thanks!
  12. We at Methodical have been working on a new log site for some time now. It's far enough along that we need more data collection in order to test it out with a variety of Operations/Flashpoints and with varying Operations sizes and difficulty modes. If you are interested in contributing to this effort, please send your raw logs to logs@methodicalmeters.com. We are interested in any logs that include Operations or Flashpoints. If you do decide to attach a log, please indicate the difficulty mode of the Operation/Flashpoint (normal, hard, nightmare) as well as the Operation size (8 vs. 16). The primary purpose of this data collection is to make sure we work well with some of the older Operations, properly reocgnize all of the fights across all Flashpoints and Operations, and also to ensure that fight filtering and class recognition (for both Empire and Republic) are working correctly. I'll update this thread to reflect what data we currently need, so you know whether a submission is necessary. At this time, we need the following: Empire Classes (lvl 50 only please): Powertech Mercenary Juggernaut Sniper Operative Republic Classes: None needed (have that covered inside Methodical) Flashpoints: Logs needed for all flashpoints currently (both normal and HM). All levels welcome for this. Operations: Need logs from all sizes and difficulties of EV and KP. Thanks to all who help out, and we're looking forward to launching the site once it's ready.
  13. Going back to WoW at this point means preparing for the launch of Mists, so it's reasonable to see people heading back there given the timeframe of that release. Basically WoW is six weeks away from unleashing Mists of Pandaria, which has a staggering amount of stuff to do. There are 14 raid bosses and 2 world bosses. 5-man dungeons have achievements to work on as well as challenge modes. They've added mini-games in the form of pet battles and farming. There are reps to work on with a bunch of different dailies. New battlegrounds, etc, etc, I know Bioware has enough to worry about already, but they really need to work not only on getting more Operations content, but they also need to give players more stuff to do when they aren't raiding. Our guild is essentially a wasteland on off nights, because there is nothing for anyone to do in game when not raiding. They need achievements for Flashpoints to give us something fun to do and breathe new life into running them. They need mini games like pazaak or swoop racing or rancor fighting or something! They need to introduce stuff to collect, more daily hubs, maybe interesting reps to grind, etc. Basically we just need more to do.
  14. EC Hard Mode was actually tuned at the correct level of difficulty. By correct, I mean it is about as hard as normal mode boss fights in WoW. That's exactly where I expect the tuning level to be. If Nightmare Mode had been released within a month, everything would be fine. Some people are implying that guilds are "content locusts" for clearing EC HM so fast, but come on. The fights are normal mode WoW difficulty, and there are only 4 of them. The only reason you would struggle for a significant length of time on these fights is if you (a) run into bugs or lag or (b) are just a more casual player who would be struggling on normal mode WoW fights also. They needed NIghtmare Mode to come out within a month of Hard Mode. It should have started testing within a couple of weeks of HM being released. If and when they do release it, Kephess should be hard, requiring 200+ attempts to down for an average hardcore guild. Really the big issue I see is that they don't have that killer end boss that will occupy guilds for a month while the next content is being prepared. If they just had that, then people would have something to chew on.
  15. Fighting the good fight only takes about 60-90 minutes on a Tuesday. WTB more good fight to fight!
  16. Gotcha. I see what you meant now. Technically 0.1186 if you use 0.455 instead of rounding up to 0.46, but yes, I agree with your math. I guess the part we disagree on is that I don't expect to take 12 hits before getting knocked back. I expect to take far fewer because I taunt from range. On this week's kill, for example, I took 10 hits and 7 hits. I think typical for me is around 8, but I'd have to look at more past logs to be certain. I agree you'd probably take 12 if you are standing right next to him when you taunt. The probability of losing kinetic ward when you take 10 hits is drastically lower: 0.0294 So basically taunting from just a bit of range, which I assert happens naturally since tanks are often running back in to taunt rather than already being right next to him, causes you to miss 2 of the 12 typical hits, dropping the chance KW falls off to about 3%. At 8 hits, the probability becomes astronomically small, 0.0018. I guess I just don't buy the idea that KW/DW is going to fall off with typical tanking, but maybe I'm underestimating the number of shadows who would get back in time to be standing right next to him when they taunt. I also think anyone doing the fight on 16-man should be 3-tanking it, as there's really no reason not to, and it gives you more tank cooldowns to play with. I assume Savage Arcing Slash hitting for 23k is a 16-man number, and that he probably hits for less on 8? I would also expect decent tanks to have refreshed Kinetic Ward / Dark Ward as they are running back to taunt rather than waiting until engaged with Kephess. It just makes sense to do it that way. As I said before, I'm not really disagreeing that it's a little harder for shadows, but I feel like just tanking it "the right way", you won't typically run into any issues with keeping KW/DW up, since it will be off cooldown in the rare cases where it does run out, and you can reserve other tanking cooldowns for close to the slash when you see that the healers didn't manage to top you off...
  17. Yeah, another math mistake I should point out is you can't just add up the three numbers, e.g., 30% + 46% + 24%. It's a 2-roll system, so out of 12 hits, you eat 0.70 * 12 = 8.4 hits. Of those 8.4 hits, 46% will be shielded and 54% will be full hits. This means you take 3.864 shielded hits and 4.536 full hits. Thus with 12 hits, you don't even come close to breaking through KW/DW in a typical scenario. You actually eat a lot more full hits because of the 2-roll system. Vortuus' math is computed using a 1-roll system, which makes it seem like you shield more than you actually do.
  18. If a tank doesn't have KW/DW up for the SAS then that tank is not playing well. I mean, maybe your point is other tanks don't have to play as well to survive, in which case I agree, but I have little sympathy for unskilled tanks trying to down Kephess on Hard Mode. It is Hard Mode after all. Also, the SAS is timer-based, and you should be taunting Kephess from enough of a range to force him to move to you, but not so great a range that he does a No Escape leap. This eats up valuable seconds where he isn't hitting any tank at all and it reduces the number of hits each tank takes. If you're standing right next to Kephess when you taunt him, then you're taking unnecessary damage. That's exactly what the tank should be doing. He should be making sure DW is up for the SAS. There are also plenty of other tricks that a shadow tank has for every slash. A 10% heal, a medpack, Deflection, an armor absorb adrenal. You can have *something* for every SAS... often more than one thing, since you can see if you are in a "worst case scenario" situation prior to the slash and sometimes stack more than one thing at once, e.g., the 10% heal + a medpack. I have an assassin tank in Rakata/Columi with no augments and they already have 24k. With augments that number would climb significantly. I do see that this could be pretty tough for assassins/shadows in Rakata/Columi, but by the time you hit Kephess you're going to have some upgrades anyway. I think realistically a shadow tank will be going into HM Kephess with 27k or so. That should be enough. I definitely see your point that shadow tanks may have to work a bit harder to do this fight. I do think they're perfectly viable though if played well, and I think it's reasonable to assume tanks will play well on Hard Mode.
  19. This is why I stack Endurance as a Shadow tank and believe it will be the proper way to gear going into Nightmare mode. I have ~31k health fully buffed in Campaign gear where all the mods/enhancements have been swapped for the highest Endurance options. I don't think the situation with Kephess is nearly as grim as you make it out to be though. First of all, a shadow tank has a huge shield chance with Kinetic Ward up, so with 9 hits, you're going to shield a lot of them. Even fully stacking endurance, I have a ~65% shield chance with KW up. The odds are even in your favor for shielding the Savage Arcing Slash. The probability of not shielding any of 9 hits (and also not avoiding any of those hits) is so preposterously low in this case it's not worth worrying about. Second, your healers are not doing *anything* during that phase except for healing the tanks. If you're playing properly, nobody else is taking any damage. There is absolutely no excuse for not having a tank topped off at the time Savage Arcing Slash happens. Every healer's goal during that phase should be to keep the tank topped off in preparation for the Savage Arcing Slash knockback. After that, the tank takes no damage for a long time, and HoTs, etc. can tick him back up without him needing much in the way of direct heals. So realistically as long as you can survive an unshielded Savage Arcing Slash, you should be absolutely fine. A single 23k hit that is not followed by any more damage is just not a big deal when your healers are able to devote their full attention to having you topped off prior to the hit. If you're going into the slash with low health, then talk to your healers, because that's their problem and not yours.
  20. A 1-shot means that the tank with the Touch of the Masters debuff got hit by "something." The two most common ways for a tank with Touch to die are: (1) Standing in a purple circle. The tank with Touch likely has Breath too, and so has to keep running and not stand in any of the purple circles. (2) When running back to pick up Kephess, make sure Kephess is not facing the tank with Touch. The knockback he does on the tank is a huge frontal cleave, and it will also hit the tank with Touch if Kephess is facing that direction. You need to flip Kephess to avoid this problem.
  21. Sure, plenty of times. He does not hit that hard relative to how tanks get hit in other games like WoW.
  22. I would counter with "There's absolutely no reason not to." Tanks in this game don't get hit very hard, so either gearing strategy works fine for current content. The advantage of stacking Endurance is that it provides a guaranteed increase to time-to-live when heals dry up. Defensive Stats only provide RNG protection in that regard, since you can still take a streak of unavoided and unshielded hits. Endurance is also better against Force/Tech bosses like Stormcaller.
×
×
  • Create New...