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mrphstar

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Everything posted by mrphstar

  1. wasnt my first intention when i posted, but i personally very appriciate it. im happy we could sort things out after all, swtor com is too much drama
  2. why so mad dude? i mean if you dont wanna add these kills, its your decision. but if there was any insult to the people who wanted to do serious progression and which burried this thread as meme from the beginning, it was this one: anyway, appriciate your work mate. have a nice day.
  3. same here. does the green bonus mission text automaticly mean that you collected all available orbs? if so, i did it as well 3 times without any chevo.
  4. Did anyone finish "Horizons Perfection" on Onderon? Did it 3 times now, even scanning the whole course for orbs i might have missed at some point, never got the chevo. Timer isnt expired, i collect every orb i know, didnt hit any obsticle - no chevo. Is it bugged as well or do i miss something? Does hiting the rocks in the caves count as hiting obsticles? edit: nvm, seems to be know already and indeed bugged. https://www.swtor.com/community/showthread.php?t=981317
  5. what people of all skill groups still dont realize is that its not about the the "elitist wanting harder content" nor the "whiners wanna faceroll" everything. the problem is the huge skill gap between hm and NiM and people doing HM raids have simply no good way to train and get prepared for NiM anymore. the learning curve is just way too steep right now, even with recently added buffs to stats. ofc the problem would transfer over to SM vs. HM, and when removing stacks from sm, it will be the same with story chapters vs. SM raids. BW went the wrong way here a while ago and tried to fix this in the last couple of months with out seeing the consequences. i fear they gotta rework the whole game diificulty according to current NiM situation or adjust all legacy NiMs to the according to 6.1 diffculty again, while raising the difficulty levels of upcomming raids overall through all modes. the current situation is helping no one at all and will lead to more "elitists" vs. "casual" debates and futher to a dieing game cuz of lacking offspring for the raid community.
  6. Sorry but imo you totaly missed the point here. healers where overperforming in 5.X, they are absolutly fine now. i know some players hit a wall right now, cuz they are used to 5.X output, but i see the really good healers adapting pretty fast and still manage to put out enough hps/ehps even w/o stacks. the real problem are some rare occasions where certain boss damage profiles can literally one shot your (sin) tanks, operator X in asa i.e. but no hps buff will help with that. most of other spike dtps are caused by bad played mechanics and people are forced to play them correct again w/o stacks, which is a good thing imo. but as i and many others said in all these threads about stacks, the real problem is that you A) kinda have to play meta classes to clear some bosses and B) many players who could clear 6.1 legacy nim have been playing this content for more than 5 years and could adapt quickly. people/groups who are bound to unoptimal class compositions or are new to NiM raiding will struggle and certainly hit a wall when progressing through legacy NIM w/o stacks at some point. that has a huge impact on the raiding community already by losing players out of frusttration and beeing unable to "train" new group members or find random pugs for 5 year old content when your main group takes a day off i.e. but as i said, healers arent the main problem here. as mentioned in previos threads i would like to have the skill gap between HM with stacks and NiM w/o them shortened, either by removing HM stacks as well to give people a playground to get a feeling for NiM dtps/hps/dps checks again, or by letting people chose their difficulty by adjusting stacks manually. BW again chose the easiest way by passively nerfing NiM again, which certainly is a step in the right direction, but from the wrong point imho. anyway, i think players who where able to clear 6.1 legacy NiM have done that already, so they had their fun and i like that the old content will be opened to a wider range of players again.
  7. uhm, just a wild idea, how about playing the actual burst specs of these advanced classes, lightning, concealment and deception?
  8. bigger than the percentage of players who asked for this change for sure. wanna denie that? greaz. so dont tell me about not holding arguments. im not making up statistics to make my point valid, rather to explain it so even you can grap it, since you seem to have difficulties to see the down to the rest of the playerbase from your high ground. to phrase it again: it seems preety clear that the players who actualy forced that change are a minority, a pretty loud one if they got heard without any open discussion.
  9. making a step towards 1% of the playerbase and away from the remaining 99% is indeed pretty unreasonable, tho.
  10. no idea where your point is honestly. generic statements like "everyone has different expectations of a game" have no value in this discussion right now. its about cutting of 60-70% of nightmare community for the fututre, just to bring 2 weeks of nostalgia to the remaining 30%. in a game which suffers from leaving players since years. ofc there are bigger issues like missing content overall as s.o. mentioned already, not gonna argue against that. but slapping some motivated players in the face without any patch notes or open discussion before implementing such a change, after years where the game went on a route to become easier overall(from bottom to top, from leveling to endgame), this certainly didnt help at all. on a side note: i´m not even sure if you are talking from "you" like in somebody.....or addressing me directly. funny thing is: i already cleared much of the unstacked content, allthough i´m not that experienced overall. that doesnt prevent me from seeing the deeper problems for the game itself and neither should you guys.
  11. spoke to multiple people on my server who loved to raid random nim and many of them are switching to wow etc. already. denieing the problem doesnt make it magicaly disappear
  12. interesting point, if only you guys had thought about that before forcing an unhealthy progression system into 6 year old content with an already small community. quick math: i prefer the borred top 0.1% leaving instead of the 15% stranded between NiM und HM, as it is happening right now. bw obvsly doesnt.
  13. yeah, just that the devs only were considering it after beeing asked by some borred players. but hey, it took these players a whole week to reclear that stuff. #worth anyway, lets make it harder again so 20 guys can have some fun for another week.
  14. the reason he cant give clear answers to your question is that it was indeed intentional, because some entitled players asked the devs to make these changes. its always good to have friends everywhere, isnt it. it must have been 100% on purpose, since people told me about the upcomming NiM changes weeks ago. so either eric and/or keith didnt know about what was comming until yesterday, or they are involved and bioware once again prefers to pretend things did never happen instead of atleast give the playerbase a chance to prepare for these changes. dont disturb these people with reasonable middle grounds, when all they gotta do is state things like "git good" to make their life easy.
  15. comon sense mate, try it. if there are stacks still in VM and SM, but not in NiM anymore, and the skill curve was fine when all had the stacks, how do you think the skill curve looks right now? please dont let me talk to you like i gotta explain math to a first grader just to prove your point, you arent that dumb. your point was, that removing stacks opens up a wider variety of content for all people, i disagree and explained why and totaly reasonable without having to see the actual difficulty of 6.1 NiM. i mean, how can s.o. even argue that making content harder does open it up for more players, its the complete opposite.
  16. and thats where you are wrong. i mean, i didnt see the 6.1 NiM yet, so i dont wanna complain about its difficulty. but there are two huge problems i see here: first, IF it is realy that hard as people say now, you HAVE to adjust VM and SM aswell. the game will be in an unhealthy state if its skill curve is a flat line untill NiM and goes 89° upwards from there. in 1.0 and 2.0 where i last played and did progress raids, the content was "hard" as well, but atleast SM prepared you for VM and VM prepared you for NiM. it was the same in the current state of the game, just easier over all, untill yesterday. theres no skill requirement in SM at all to prepare you for VM, so people already struggle to make the next step if they dont have any exp from other MMOs, but it was still "ok". from VM to NiM, the step was larger as well, but if you are motivated you could do it as well. if the reports are correct, the gap between VM and NiM is an EFing canyon now. people who cleared VM, no mether if it was 5.0 or 6.0 will get hard stucked when they hit NiM while looking for more content to prog. and even worse: there is nobody left to teach them. because everybody able to clear the 6.1 NiM will be busy for quiet a while now, and only a few groups wanna risk to bring in new unexperienced people in content they are clearing for 6 years now. and for those people willing to learn, there wont be much places left to do that. it would take new groups years to progress through the new (old) NiM with 8 unexperienced players. content which took progression guilds 4-8 months to clear when it was released. you expect new groups to go through the process and clear all these NiMs one after another in that difficulty. how should anybody be able to catch up? if zwirni wouldnt had uploaded some helpful talkthroughs for GODs NiM, there would be zero guides for that OP to this day. hell there arent even useful Scyva or Izax VM guides out there, but zwirnis. and some of you guys even dared to flame him for that. how do you think people will catch up in the progress in the future? bioware once made the step to make the whole game easier (if it was the right step, is a completly diffrent topic), they cant go back from there without cutting off a large group of players. thats how it works. in the current state you are cutting of the progression and learning process of the community just to bring back some old memories for some borred NiM veterans. you guys even are cutting off your own "trainees", people you might need in case someone of your group will stop playing at some point in the future. that brings me to the second point: if rumors are correct, these changes were silently made because some of these "veterans" with good connections to the devs literaly begged for it. not only is it ridiculous to set the scale of difficulty of the whole game according to the best group(s) in the game. it scares me that some players might have the power to decide every players fade, just because THEY are borred. so how many groups were able to clear gods w/o stacks? is ONE correct? ONE group in the whole game was able to clear gods in its current state, content they already cleared in 5.10? how many made the TR w/o stacks? nobody right? (correct me if i´m wrong) and thats the reference point bioware should adjust the games difficulty now? are you guys serious? and even worse: no patch notes, no forum announcement, no open discussion......its just there to please not 1%, but more like 0,001% of the community. that cant be right.
  17. you do realise that this is a blatant add for his referral link?
  18. people just telling half of the story here. in pure dummy parsing, fury and annihilation mara both outdps lightning. that doesnt make them top parsing specs since both operative specs and dot sniper are even better (operatives will get some nerfs next week). the reason why lightning beats them in many fights is incoming damage. combined with their own bubble and an utility that turns said bubble into a mini reflect, lightning deals more damage. problem is: the damage "reflected) by the bubble is scaled to level 75, even when playing level 70 or lower content, which obviously leads to overscaled dps by lightning. if that gets fixed, lightning should be still fine, but slightly worse than both mara specs in any boss fight. anyway, since we are talking about melee vs. ranged here and both classes deal more than enough damage when played correctly, it realy just comes down to your prefered playstyle. melee is more movement heavy to keep uptime at the boss, while ranged is about timing and special tasks in mechanics. i like to bring both options into the raid and swaping accordingly depending on the groups needs and bossfight profile.
  19. last post i saw about this topic said s.th. along the lines that they are starting life day event at Dec 17th, because 6.0.2 includes the files to prepare the event and is released on thursday this week. so unless we missed s.th., its Dec 12th.
  20. ok so i gave you the chance multiple times now to just link the uplpaded parses you"ve done or provide some specific evidience that your claims are true. you denie that by telling me to test it myself. thats npt how any of this works. if you claim s.th. gamechanging like that you are in charge to prove it, as you already tested and observed it as you claim. i mean, in your words: how hard can it be to upload the parses instead of copy/pasting the numbers manually to the thread? sorry but i give up at this point and just dont believe you got any hard evidience for your claims anymore. i can just hope that everybody else doesnt believe you as well and this thread is dead soon. i will start by not bumping it up with seemingly useless replies anymore.
  21. thats a ballsy claim. what you are saying right now is, that the game actualy changed its mechanics from hard roundig up to the first decimal, to actualy calculating the GCD precisly to the 3rd or 4th decimal for instant abilities. otherwise you wouldnt see any significant changes in intervals at 3rd or 4th decimal at your end by adding some alacrity. this wouldnt just affect your client side anymore... that the devs reworked a fundamental system which has been in place for almost a decade seems unlikly to me. but hey, provide some screenshots or better upload your parses to parsely.io where you are constantly affecting the intervals of GCDs (of INSTANTS) by adding alacrity without hiting the next known treshold and i will believe you. just noticed: what makes this even more unlikely to work is the fact, that the low amplitudes apparently didnt got affected by more alacrity at all. statistically the shortest intervalls in the second sample should be significant lower than the shortest intervalls with less alacrity in the first parse. in fact only the high amplitudes got brought down. seems odd from a mathematical view, but could be the small sample size. anyway, even if you could affect only the client side by adding stat points, what would be the point of adjusting your side if all that matters for dps/gameplay are calculation on the server side?? whats the point of the post then? why provide this information to other people? i dont get it anymore... just wondering: IF you knew the tresholds from the beginning, why are ALL of the shown specs in your document waaaaay above them with their alacrity stat? we are not talking about 200-300 points to smooth out (to be proven) amplitudes in GCDs anymore. some of them are 500, 800, or even 1k alacrity points above the last know treshold (or 200-500 below the next). in the same table, you state that these exact characters are about....20-30 alacrity points above the sweet spot. how does that work out? they arent even close to any treshold at all!? and now the interresting part: IF what you are saying is true: why even bother with GCD tresholds at all? if you can actualy change the GCD to the point where you are constantly getting an average calculated to the 4th decimal, why are more points wasted? it would just mean you could lower the average GCD intervall even more by adding more points and we would need to talk about even more exact tresholds and calculate at which point the soft diminnishing return of alacrity kicks in to get new sweet spots like it works for crit and mastery already. but i dont see these calculations anywhere, what drives you to the conclusion that your characters wasted alacrity points then? again: i´m not trying to mock or prove you wrong whatever it takes. first your statements and claims just didnt make sense to me (and honestly they still dont yet), but i´m really interrested if you found an actual game changer here right now. but to prove that point, we gotta go through the hard facts we (believe to) know and prove them wrong. unfortunately that didnt happen at all to this point.
  22. Quote from your document linked in your first post: "Ignore those people, that's the "Magic Number" "Kool Aid" or "Religion" that keeps getting passed around." might be my reading comprehension since i'm not a native speaker, but it definietly looks like you called the established tresholds "magic numbers" and "religion" and therefor the math they are based on. if my understanding of that phrase was wrong, i wanna apologize for that. anyway, if i'm a "nasty" person for pointing out the flaws in your observations and giving you constructive feedback based on actual calculations, hell ill take "nasty" as compliment in this context. but you should think about your self-perception if the truth triggers you that much. edit: i figured i should go futher into detail once again: the main problem is, that you are mixing up two different things here: people talking about "magical" numbers when asked what the best alacrity value for any given class/spec should be. while you are right, that there shouldnt be THAT one number regardless of spec, set bonus, guild perk for each GCD treshold, you are missing the fact that there ARE indeed many numbers for alacrity stats each taking exactly these variables into account. informed people will ask for these variables before giving you the exact number you need. some of them can be found here: https://docs.google.com/spreadsheets/d/1R20FOfta3jXS-zQqs40jcKU8zEou5fujMW_-71-micI/edit#gid=0 you notice the graph for alacrity are in fact 3 different graphs taking the 3 different possible spec alacrity bonus into account, 0%, 3% and 5%, and provide accurate numbers for 1.3GCD and 1.4GCD for all three of them. all other stats numbers for alacrity guild perk, set bonus etc. can be calculated with the formula on the left by transfering the formula for the "alacrityRating" and puting the desired percentage value (less any alacrity bonus from any source) into the new formula. point is: just because some uninformed people mostly tell you the 0% treshold numbers without asking/considering what spec you play, doesnt mean there are no fixed numbers for these other cases. the second thing, which has no relation to the previous point above, is, that you try to show that even these fixed numbers arent relatable because you observed larger GCD intervalls than the usual 1.3/1.4 sec with minor diffrences at the third or forth decimal. i tried to explain that there are many many many varialbes you gotta take into account when drawing conclusions. the least (im-) possible conclusion is, that the alacrity formula is wrong and there are ACTUAL longer GCDs while using the mentioned treshold values. which could be countered by adding more alacrity, to take the average GCD way below 1.3/1.4, so you dont get above them even with the messured amplitudes. the more reasonable conclusion would be, that the math is actualy right and the amplitudes/inaccuracies you are observing are casued by technical and human boundries such as input lag, proccessing time at the server, read/write timings from and into the combat log, etc. that does mean that any additional alacrity over the calculated tresholds wouldnt change anything, since the game iteself would still calculate your GCDs according to the mentioned tresholds and the inaccuracies would still be added after that. in short: math states, that the game calculates you GCD to 1.4sec baseline, no mether if you are using 1213 stat points or 2000. (for 0% alacrity bonus of any source ofc.) and since you cant simply deny accurate math, your observations are at least meaningless, if not wrong.
  23. beeing a jerk doesnt render their knowledge wrong, tho. in fact, i explained multiple times why OPs conclusions are wrong and why he shouldnt refer to the mathematical facts as "magic". all hes doing is defendibg himself, not his point with reasonable counter points. shouldnt be suprised if he gets mocked at this point......
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