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ragamer

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Everything posted by ragamer

  1. The new combat log will dispel some systematic bias that has been "added" by some theorycrafters... ...Balance will stay the easiest to use, ofc, and should stay on top on static Tank'n Spank fights... ...But at the very moment you have some "phases" were burst openings are common, a decent Infil shadow should be ahead.
  2. Maybe you should read your own post... ...This happens when you assume the person you talk to thinks on what he is talking about or has bothered to test the changes. coupled with: I will ellaborate a bit what you seem to ignore: - Deliverance. - Force Armor. - Rejuvenate. Now check how much this heals for on a target that's constanly receiving damage (ie a MT) and how it looks on an HPS graph (You will have to convert FA to effective healing), specially if you already have "Conveyance" up from the previous "burst". Now go around the other 2 healers and see the "burst healing" they are capable of... ...Ah, one last detail, do not forget to evaluate this on current 1.2 build, pls.
  3. Sigh, another Sage whinner... ...No worries, the testers and real players will know how to keep on single target healing (Remember Force Armor is healing)... ...The difference is that now you will run out of Force if you try to keep that single target regime for long while also providing AOE healing... ...Hey! As the other 2 healers, go figure.
  4. There is a world of a difference between the 2... Gaute was plainly lying about non existant features on AoC. GZ is been trolled by angry Sages/Commandos that aren't looking at the right changes... ...IMO he should have saved a lot of troubles by saying simply: "We are putting all healers at the capabilities of the Scoundrel" Those are the "under the hood" changes... The probem is that the "hood" is the Scoundrel one, something none of the whiners will ever bother to check... Because BOTH nerfed classes implicitely recognize they didn't have to pay even a fraction of the attention to resource management a Scoundrel have to. A script "swap Sage/Commando to Scoundrel" applied on PTS copy would "fix" most complains... You can bet gold on that .
  5. On 1.2 Sages will be worser all around healers (Notice they aren't by far the worsest... The ONLY healer that can prevent damage can never be the worsest healer on a game, period)... ...IMO they should keep the best AOE to keep the balance now that Commandos/Scoundrels will be the prefered MT healers, but... ...ATM the gap between AOE capabilities is too high. Currently any Ops team that do not fill half their healing spots with Sages is crippling itself badly... The changes on 1.2 on AOE Healing for Commandos/Scoundrels are more or less cosmetical because you can set aside all numeric details but one... ...Coverage. You need HALF the ammount of Sages to cover the same ammount of ppl... Because a Sage can heal up to 8 persons, if the situation allows for it, it's really worthy for him to swap to "AOE Mode" and request their fellows to organize their formation to maximize its effects. Meanwhile... [i will talk about Scoundrel PoV which is the one I know 1st hand on Operations] ...As a Scoundrel I can provide a much higher HPS on 3 targets by using single target heals (and HoT) without any specific formation. So for me, swaping to AOE mode is not a net gain on overall HPS applied because I can only increase my coverage to 1 more person... ...I repeat I'm setting aside how much each person is healed for now, k? So I agree that Sages should keep the strongest AOE heal but... ...All healers should be able to swap to AOE mode and get a net gain on HPS applied (To justify the needs of adequate formation changes) and that cannot be achieved by individual output or smart healing... ...Coverage needs to be increased to 8 targets for all healers, as the Sage is able ATM. Then you can work on the specific numerics (and useability details) to be sure that Sages stay on top. EDIT: Just a detail... When I speak of global increase on Coverage to 8, the Commando Kolto Bomb "basic coverage" should stay at 3 with a higher Tier talent to increase it to 8... Because only dedicated healers can access full coverage powers at 31 points.
  6. The "burst" total damage applied is less unless you have the 4-piece stalker bonus and exposes you to a timed Resilience (or other damage reductions or FC & DA), which are very easy to use due to that initial delay were you are advertising clearly to your opponent what's going to happen next... ...That's why the delay is a bad thing and using FB after PR is a bad habit.
  7. Interesting... I usually spend the 1st half of the week on tank specc... I will test your observations again with PA to see if there is any difference next time I'm on "tanking duty"... ...You never know when you catch a glaring bug, there is the possibility that PA assisted Projects are different... Wouldn't be the 1st time I see on a MMO that a buff affecting a power in reality is programmed as an independent power and, as such, can be subject to completely different behaviour. Indeed it does... The delay is so big that is very easy to check, you loose around 1s of effective buff duration.
  8. I have seen this repeated a lot of times on PvP threads, well... ...Using Potency -> Project -> Force Breach... ...If you have Upheaval is a waste because you spend one charge of Potency on the lesser 2nd Chunk most of the time, instead you should always use FB 1st: Potency -> Force Breach -> Project That way you get the max of your Potency's high crit chance.
  9. Only when you carry a shield, Absorption has an effect.
  10. Redid my tests on a wide array of PvE mobs, solo without companion. What I found (with stable latency at 120ms) about Project as finisher: - The HP loss is synched with the impact. The mob dies AFTER the impact and the flying text appears normally. - You can use Out of Global cooldown CDs while the proyectile is on its way and they affect the impact. I tested it with relic & potency. Potency is particularly illustrative as you can delay its activation up to 1s AFTER the animation stars and it's correctly consumed and triggering the critical chance. When an overkill Upheaval proc happens (I mean that you get the 2nd chunk but the mob is killed by the original Project impact) the second charge of Potency is NOT consumed and no damage is been shown on the Floating Text. I was Infil specced on this tests... Are you observing what you comment ONLY when specced for PA? Or also as Infil with Clarvoyance, for example?. EDIT: I asked a friend to help me by killing mobs after he saw the boulder raising (at 10m) and he managed to kill the mobs always 1st (We didn't use any external synch mechanism) I intentionally wasn't warning him on when I was activating Project. The floating text didn't appear when the boulder hitted the corpse and Clarvoyance & Potency weren't consumed by the aborted hit. Circling Shadows was consumed normally (It happens on energy discount at the beggining of "Project" cast). The PvP results are the same as before.
  11. Haven't found numeric info on that... As the source I found relates to the SS testers published about the different Legacy Effects. Sadly the tooltips on those SS are very detailed but... They intentionally avoid giving detailed numbers.
  12. As imagination is limitless... ...I would go for Capital Ship battles in Full 3D with multiplayer and optional PvP for them. But trying to keep my feet closer to the ground ... ...I just chose the 1st step for the above long term goal: Full 3D Space Battles.
  13. Interesting... I remember always seeing the opposite, when I'm alone (I use Tharan with his DoT off) and when the finisher is Project I always see the enemy dying after the rock lands and the big final tick of damage flies up... ...There are some rare "anomalies" when soloing but I always assigned them to Tharan single shot or one of my common procs (Shadow Technique and the Plasma Device)... But will keep my eyes open on solo PvE also.
  14. No they don't stack but the Class pool is shared. I mean that if you are a Shadow and on the same server you got a Bounty Hunter, a Marauder and a Scoundrel that have completed Chapter 2, you will get, in a single key press, all the Class Buffs applied to you (I still haven't seen confirmed your party/op also gets the extra buffs... Makes sense, but I haven't seen it specifically tested and reported). Notice also that the Consular will get the benefits of the 3 other characters already at Level 1 (The others will not receive the Consular buff until the Shadow completes his/her Chapter 2 storyline). Also remember that, the 1st time you complete the questline on a Companion type (final quest usually given at affection 9000) you get a bonus to general performance, afaik the table is the following: Healer -> Bonus to Healing received Melee DPS -> Bonus to Surge Rating Ranged DPS -> Bonus to Crit Chance Melee Tank -> Bonus to Accuracy Ranged Tank -> Bonus to Max Health This bonus is only given once (Succesive bonus coming from the same "finished" Comparion Type on other characters just translate to +10 Pressence) and it can be achieved/enjoyed by all characters in the same Server pool.
  15. I don't agree on those 2 cases... Damage is really delayed serverside... ...When fighting on teams, plenty of times the mob dies while my chunks are on the air (I don't remember if Clarvoyance, Potency or PA are consumed in those cases... Will test it). And on PvP you can get plenty of cases where the owner of a flying chunk is killed before the chunk hits the other person. This effect is particularly easy to test... Get a friend and both damage yourselves to the point of been able to be killed by 1 Project and one of his instant powers. Stay at 10m and both use a synch signal to launch your finishers, you activate your Project and your friend runs away while activating his instant power... ...You will die while your chunk is still flying to him and he will receive no damage at all (If both have latency below 100ms he can even react to the Chunk "lift" to kill you).
  16. There is a lot written on the subject for Shadow Tanking, start by the sticky on this forum but you need to understand a few things: - Accurate tips refer to GEAR rating (The values on the tooltips) NOT to the effective stats that include bonuses coming from buffs/skills. So when some1 says Defense should be at the same level as Shield they are refering to the ammount that comes from your gear, NOT the final one calculated on your Sheet on the Defense highlight. - Defense & Shield + Absorption apply to the same attack types. Do not get confused by Armor vs Reduction that are selected based on the Damage descriptor of the attack. Summarizing: Power Label Melee/Ranged -> Defense & Shield Avoidance Force/Tech -> Resistance Chance Damage Type Energy/Kinetic -> Armor Reduction + Energy/Kinetic Reduction Internal/Elemental -> Internal/Elemental Reduction - The detailed "balanced" curves are explained on the sticky but roughly you should keep Defense + Shield at the same chance and around double the Absorption Chance (remember, GEAR rating contribution is what I'm talking about... The final bonuses will be different). Sadly most the data is tweaked for L50 "gear allowance", at Thirties I'm not sure if you have such a fine control over your stats, so take the guides with a pinch of salt. EDIT: Why Defense is slightly better than Shield + Absorption is not based on damage mitigated (They both apply exactly to the same attack types)... A 30% Final Defense Chance is equivalent to a 55% Final Shield Chance + 55% Final Absorption Chance looking at average damage mitigated... The main issue is that a Melee/Ranged Power that inflicts a secondary status (DoT, CC or debuff) is completely avoided by a successfull Defense while a successfull Shield does not help at all against secondary statuses. Then you have the issues that rise because of the Double roll combat resolution TOR seems to use... But if you want to dig as deep, go to the sticky, you will find some enlightening info there on the finer details on how to allocate your Gear resources towards max avoidance/mitigation.
  17. Yes the buffs related to Project each follow a different approach... In general they are consumed when the action is physically resolved: - Harnessed on Activation (When force cost is deducted). - Calrvoyance & Particle & Potency on impact of the 1st chunk (In case you have Upheaval proc). Something similar happens with FW for example and Shadow Strike is much faster... If you really go to the limit I have seen the animation starting with FW still up and the force cost been 50 at impact which looks to me as a "buggier" version, tbh (But with SS and Spinning you can never be sure if it's the buff what's wrong on the freaking "looping" animation... That has started to appear again on the recent patches). In short, hard to say if it's intended or not, but yes "effective" buff duration is shorter... But has been like this since the beggining, AFAIK.
  18. If you are on a guild with ppl that feels that need to hide their data logs when requested... If you are on a guild with ppl that wait for others to analyze their performance... If you are on a guild with ppl that thinks to be on top of a ranked list is to be "good"... If you are on a guild that doesn't want to do any effort to gather as much info as possible... ...You are not in a progression guild, I'm afraid.
  19. That's exactly what I'm saying, they don't... ...Scroll around and you see that most supporters on one way or another need a comparative combatog to correct some1 gameplay (Obviously EACH of them think that some1 is other ppl... OFC). That's the problem... They think a combatlog will tell them anything usefull without knowing how each class/build performs under REAL scenarios... ...Because if you got that knowledge you will know WITHOUT any kind of doubt how to play or which kind of build will be better... What you lack is how EACH environment disturbs each class/build... And you just need the individual logs on each class to realize that (Or even better... You can let those individual players think for themselves how to deal with those "disturbances"). There is also a good bunch of supporters that think they can go around "preaching" others how to play "correctly"... Again a mistake... ...If you are surrounded by players that do not bother themselves individually to do the best possible... You should choose other game friends... ...They simply do not pay as much attention to the game results as you... ...And you can't impose ANY1 what their goals should be on a ludic activity, some ppl bothers about results and some others just want to have time in a relaxed way. Returning to ppl bothered by results... Their knowledge about a given challenge can be assisted by a combat log... But they don't need info on what others are doing... ...They just need info on how the current environment is affecting them. That's why an individual log is wonderfull (specially at spoting mechanical bugs, both generic and on given encounters, and on the combat log itself)... ...But a comparative combat log: a) Is useless when each person on a given encounter bothers to improve by themselves. b) Makes inexpert leaders to go around trying to "police" others that play "wrong" according to his perception that's invariably wrong because they lack the knowledge to predict how each class/build behaves. So in short, any1 thinking that comparative combat logs help at achieving a common goal is because: a) He is a wannabe pro concerned about how to tamper with the rank to appear high. b) Is surrounded by ppl that do not take the game as seriously as him and seeks a tool to "correct" others... Without actually having to ask that person if he is bothered/interested in improving. If you really are concerned about performance and really want to help some1 perform better... I really don't see a problem on why you can't ask that person's logs and then work together to increase performance on a given encounter... ...The rest are E-peen races, insecure leaders and frustated ppl that it's on the wrong PuG/Guild.
  20. The problem is ppl that confuses Raid performance with ranked average DPS... ...If your leader is one of those, you are better off... You learn nothing from a Rank on an average DPS table... ...Specially when different builds are mixed with different fight environments. The other issue with easy to access e-peen meters is that ppl do not bother to really learn what they are meassuring on those averages and they lack the experience to know the following... ...The farther from the typical tank'n spank fight you are (Who needs more of those?) the farther Raid Performance is from a Ranked average DPS (I have seen absurd cases on MMOs as ppl using a certain fight as the base "gauge" for meassuring their E-peens... To later discover those fights have random DPS degrading effects applied around... Like stuns or knockbacks to single targets... Go figure). ...Not going to mention the multiple tasks that need to be performed accurately on interesting challenges, that are invisible to any DPS meassure... ...At the end of the day you can't substitute paying attention to what ppl does as Raid Leader... If you need an obscurely calculated magnitude to kick some1 from a Raid, you simply lack the knowledge about a game to be a Raid Leader.
  21. K... lets add some personal testing results about a variety of bugs affecting Project (Or its tooltip): - Shadow Training. Adds 5 endurance per rank and a one time 25% bonus to final damage of Project. Project's tooltip DOESN'T include this 25% damage bonus... It stays as if you were a Sage. - Clarvoyance. 1 Stack of Clarvoyance is NOT giving 15% damage increase both on REAL impacts or on the tooltip. 2 Stacks of Clarvoyance work as intended by giving 30% damage to Project (And the tooltip). EDIT: I haven't rechecked how the status of this 2 bugs are on current PTS build, but they are like that on current Live build. Checking both bugs is very easy to do... Remove all expertise from yourself and get the help of another player and be sure the player is naked and without any kind damage reduction (expertise, tanking stance reduction or passive reductions coming from skills).
  22. It will really be very sad to see the "grunt" going because of what OTHERS think about it... ...It's a VERY usefull tool for Scoundrels, specially if you are Sawbones to detect random sources of UH procs specially the ones coming from Slow Release Medpack. As on others posts, I will repeat it here again: Add an option for others to toggle it off And maybe also for Scoundrels themselves, for those that do not like sound notifications. The logic is clear to me... Sound notifications allow me to pay more attention to what happens on the battlefield instead of having to chase icons on the moving buff bar... Specially when the source of the buff is RANDOM.
  23. The first thing you need to practice is to do everything while moving... Contrary to most healers that have to stop for their strongest powers, melees on most MMOs have to do everything while running. SWTOR is not different... But you will find excessive the ammount of powers you have to use while keeping your hands on WASD (Having some extra buttons on your mouse helps tons at dealing with this, btw). At L20 is manageable... But you will see how that changes fast when you go over 30. The second thing you need to deal with is latency... Latency screws every1's experience on a MMO but the Hero Engine is wonderfull at amplyfing it for melees specially on PvP. You will have to learn that distance to your target and facing is something you CAN'T trust unless it's CCed... And don't think because you have very low latency you will be immune to this... You will have to adapt your "forseeing" based on your current latency to diminish all those anoying "out of range" or "condition" errors. The third one is Guard... As tank is an invaluable tool you probably have enjoyed as healer already. Remember to return the favor by shielding ppl under fire... A Duo of tank and healer is hard to beat if the healer is guarded... This time you are the one providing it. The fourth are the taunts... Use them plenty, they are a pain for DPSers trying to bypass you to go against softer targets. It's a good practice to use them as your openers. Remember that due to their range, in the middle of a fight it can be tricky to distinguish a subtle Shadow Tank taunting some1 he is not engaged with... Learn to do this on those pesky ranged fighters "sitting" comfortably on the back... Your team will feel the difference.
  24. BW has slowly killed "technique dance" so forget about "hybrid specs" of any kind. Stay as Kinetic full tank and farm Columi DPS gear on HM FP. Regarding Enrage timers... The tighter Enrage Timers you will find (After mastering the tactics) are the 1st Boss on each OP. If on Tanking specc + DPS gear your Guild is able to tackle those 1st Bosses, you are set, otherwise you will have to respecc back & forth, I'm afraid.
  25. I think I reported this 2 times already, one before numerical CDs and another one after numerical CDs were there. At least for me is easy to reproduce: ANY skill that finishes its CD while you are into ANY kind of conversation/transition that hides your UI will stay frozen on the original state before the convo/transition was triggered. Looks like the "cooldown finished" event is lost because of the UI temporarily hiden and then, obviously, the UI stays in the last know state. They just need to keep a "pipeline" of UI events even while it's hidden while convo/transitions are happening... ...Until they decide to fix this... CTRL+U is your best friend.
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