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Mahdii

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Posts posted by Mahdii

  1. If slash is used outside of Zen then you didnt manage your CD's correctly. Focused Leap is the second tier talent needed in the combat tree.

     

    When used correctly(ideally) you can get off a bladestorm after your first force sweep before beginning the rotation for the next force sweep.

  2. I haven't heard this anywhere else. Which ability are you referencing?

     

    The general understanding is that the damage from our second lightsaber is negligible and that buffing it, while +36% appears significant, translates into only the slightest overall DPS gain.

     

    Zealous Leap.

     

    Opener is usually Force Leap, Force Stasis/Exhaustion, Surge/Crit Relic then Force Sweep. Zealous Leap attacks with both weapons. The relic should still be active and Zealous Leap can hit for upwards of 3K total.

     

    Also keep in mind Slash hits with both lightsabers.

  3. For a long time I was of the same mind that it was CPU based also.

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    I did the same as you. First got a new GPU-didnt fix it. Then built a new Pc-ability lag disappeared 95% of the time.

     

    Next thing i would do is investigate the HD your using. Then follow up if needed with your network communication to the server.

  4.  

    How? How do you do all those keybinds, and keep your character moving fluidly in the game? Are you guys just sitting still?

     

    Doing 2's arena in WoW helped me the most.

     

    Using your mouse to move when needed also. Lastly if your strafing and try to use a modified keybound. You can still strafe and use a separate keybound key.

  5. Your problems wont go away, they will be hidden. Naga has 1-9 numberlocks on the mouse. Nine keybinds arent enough to optimize a sentinel. Right now i believe i have a total of twenty six things bound for my sentinel.

     

    I use Q, W and E for movement. Shift is my Modifier for keybinds. My hands never were comfortable using A and D for strafing back when i first started Pc gaming back in 1999 with CS.

  6. If you ever played a game through a few year process that is updated regularly on the same machine. You will notice ability delay in some form every new patch. Game i noticed it the most was Americas Army for the Pc during the time frame of 2002-2005.

     

    WoW even has ability delay on occasion. Only difference is that it happens so fast/infrequently some may not notice it.

  7. The delays and stuttering in SWTOR cannot be laid on the user's system. It they could, people would have the same problems in WoW, but no one does. The problem is this game, and how it handles things.

     

    One cannot throw out such a blanket statement like "its the games fault" without understanding how software works. Comparing it to WoW in this case is frugal for both engines were designed at different periods of Pc architecture.

     

    90% of the ability delay is caused by the clients machine. Remaining 10% is caused by the server. Those of us who dont usually experience ability delay begin noticing it at peak times a day or two prior to server restarts. For the database on the server is taxed and needs to properly compress/clear out things from its memory that are unused.

     

    Here is a rough idea on how this games code works when using an ability like Strike:

     

    Range met - yes/no

    GCD active - yes/no

    Adequate Focus needed for ability: yes/no/null

    Positioning of target met: yes/no/null

    Guaranteed critical hit: yes/no/null

    Guaranteed critical multiplier: yes/no/null

    Character stunned: yes/no/null

    Character snared: yes/no/null

    *Above criteria met for ability Strike: yes/no

    Begin ability animation: yes/no/null

    Activate ability: yes/no

     

    * Each ability would have its own predefined yes/no answer for each line of code. Strike can be used when snared, crushing leap can not - as an example.

     

    Its during this process that ability delay occurs. Clients machine in an attempt to do the process in a split seconds time can not for other tasks are demanding processor resources. Thus it accidentally skips one line of code causing the user to begin the process all over again.

  8. Or they can fix their garbage ability system so it doesn't freak out when a button is pressed quickly. Telling players to slow down because your game is frail and sickly is just pitiful.

     

     

    When someone tries to use an ability that observes the GCD while their GCD is active two things can happen: 1 - Ability is not triggered and the GCD continues on with its remaining duration. 2 - GCD is reactivated to its full duration with the ability not being used.

     

    CPU architecture on the client machine is the root cause. Everytime an ability is activated the client machine must go through a line of coded text to meet specific predefined values in the code. Once that is complete another series of code must be sent to the server.

     

    I've tested for work a program that taxes cpu's for an indoor standalone GPS system. We had issues with specific processors running at 100%. Once we used Visual Studio to see how the program reacts you will notice that the under performing processor accidentally skips certain aspects of the code to keep up. In the end this isnt bad coding, just the inability of the processor to perform the needed functions in a predefined time.

  9. Ability delay is caused by either server overusage or the clients Pc's inability to process the command from client to host correctly.

     

    From my testing the cause is usually one of CPU architecture used.

  10. The fire traps definitely need a buff in the 50's bracket. Seeing a sage or sorc simply sprint through it while taking no damage defeats the purpose of it being there.

     

    I disagree though that a sprint or force leap ability should reset the ball to neutral. These are core class mechanics and not a profession based one - like rocket boots.

     

    Fire trap should do a 10K per second and apply a 50% slow to the target.

     

    Acid pool should apply a stacking 0.5 second DOT to the target as it remains in the pool. First 0.5 second does 1K damage, Second 0.5 seconds deals 2K damage and etc.

  11. Giving Guardians a push that reset a pull made no sense. Still to this day it makes no sense on why they implemented it - from a PvP aspect. They should of made it so that Guardian Leap resets Force Leap.

     

    Now giving a Sentinel a push ability works against the class. We are not a tank, nor a ranged class. We already have two abilities that can create distance if needed - awe and our 4 second invisible.

  12. It a channeled ability. While channeling the ability if another person/mob hits you the maximum of four ticks may be reduced to three. This talent guarantees that damage taken wont reduce the amount of ticks dealt while channeling the ability.
  13. Its one of those class' in PvP where one or two wont imbalance the game in their favor. When around 75% of the team is composed of them it can greatly imbalance the game.

     

    This hybrid spec appears to have the utility of a fully talented Arcane and Frost Mage with an activated blazzing speed.

     

    One main problem with caster/ranged class' is that most of their abilities are channeled, not cast. This eliminated one skill that ranged class' had to use in previous titles with PvP.

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