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WhiteKing

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Everything posted by WhiteKing

  1. First of all, I admit that the majority of my law education came from MtG (destroy each vs. destroy all, anyone?), but here's a thing that afaik nobody in this thread noticed: BoP items will not be trasferable through legacy bank. What exactly are BoP items? Most of the FP drops, all equippable ops gear, quest rewards, equippable commendation gear, and all token gear. So these would be out. Now think about this - no equippable cartel market gear is BoP, it all is BoE. The argument that it is about not circumventing unlock cost is therefore invalid. If this gets changed to exclude CM gear as well, they would be pushing people from using the armor look they want to legacy armor for sheer convenience. And I bet more coins are spent on buying the actual gear than for collection unlocks (you need what, three good packs to get a set? That's 900+ coins vs 600 for expensive unlocks). More importantly, implants, earpieces, and relics are BoP, so they would not be transferable either. BUT - crafted implants, earpieces, and relics, at least the new endgame ones, are all BoE. If the BoP versions gets excluded, i.e. if they exclude the stuff people actually worked for, but allow the stuff people paid credits for, the crafted stuff will suddenly hold more value. On an unrelated note, there are a lot of gold spammers in the game already...hintedy hint hint. Better question would be, what are they trying to achieve with the legacy bank? Admittedly, I hoped for the ability to use my jugg tanking set on my guardian, or the sets I already assembled on cross faction mirror alts in general. I consider that a fair game, as it (with the exclusion of relics, you would only need one dps and one tanking pair) requires a person to have two mirrors at same level to be viable, and I imagine a few people don't fancy leveling a mirror alt because they would have to assemble the same set they already have. I belive excluding collections gear that is not unlocked yet and allowing every other equippable (i.e. not quest rewards like GSF requisition grants) in would be agreeable to all interested parties - it would keep the CM stuff intact and would reward work and time people already put into the game.
  2. With the double XP week ending and all KDY graduates leaking into regular content, here's an example of the kind of clientele that seems to come my way in GF: - shadow/assassin tanks starting each trash pull with wave/overload, conveniently forgetting that slow time/wither does more threat, slows and debuffs the mobs, and builds a stack of their proc - knockback healers, because meager heal is the only thing keeping the rest of the group from dying, especially in the middle of a trash pull in full melee party, hence pushing all the mobs out of melee range and dragging the fight - full columi tank in HM Hammer Station, at least properly specced - juggernaut "tank", in rage spec, in mix of green/blue gear of lvl 49-ish, rocking just over 17k HP, in Czerka HM (I like to tell the group to wait for such person to respec and put on their tank gear, just to see them squirm) - assassin "dps", in tanking stance, full tank spec, because that is how he likes to play, i.e. being a drag on the group (and the fact that the other dps can rip aggro from the actual tank while his double threat stellar dps can't left him completely calm) - scoundrel "dps", in healer gear, full healer spec, because "scoundrel is the only healer that can dps in healer spec" (emulating engi sniper is the new FotM, coming soon to GF near you!...and yes, no blaster whips or backblasts, just explosive probe and snipe mirrors, plus the necessary basic attack to deal with the energy drain) - healer demanding a guard and when asked how do they think guard works, responding with the expected "it transfers 50% damage" (with the tank supporting this claim...reading is for schmucks, eh?) - healer demanding a guard, because they "generate a lot of aggro", oblivious to the fact that they are physically incapable of overaggroing anyone that is not disconnected or comatose (not even keeping people topped during HM Meltdown on the sandstorm boss while just healing through the mechanics is enough to do that) - vanguard tank who's rotation consists of sticky grenade, basic attack, and full auto, losing aggro as soon as his taunt wears off, completely disinterested in any advice ("RL advice sure, game advice...meh") - shadow tank ragequitting after accusing the rest of the group of attacking a stealth cced mob instead of skipping because an inexperienced vanguard didn't scrape the wall hard enough to exfoliate, err, avoid proximity pulling the rest of the pack (this was by far the pettiest reason for a person to drop group, fortunately the tank had his legacy name shown, so not a total waste of time) - tank ragequitting Mando Raiders, because the healer told him to kill the agent second to get rid of the knockback, on account of having full melee party (because guide is everything and we shall not think for ourselves to make the fight go smoother/faster, anyone saying otherwise is a heretic) - the usual healer guarding tanks that lose aggro repeatedly during boss fight and have to use taunt on CD - dps beating on the elites (like they do), while tank is soloing a strong mob (although I go for the weaker ones when tanking and seeing all the dps tunneling the elite, just so the healer doesn't get wasted) - stealthers using their CC to sleep the weakest mob in the pack (I mean, seriously?) and just recently - dps in Cademimu that insisted on killing Xander and ignoring the droid, because he has done the fight "a million times" that way, supposedly on HM, and when confronted with his achivements (1st kill was the million first), turns out those million kills were on a different server (how convenient) - dps with 23k HP in 55 HM, still rocking some grade 54 mods (yes, the level 19 ones) - healer with 22k HP, mostly rakata gear, only one implant (sometimes I wonder what would these people do if they happened to get matched with three other people of their gear level)
  3. According to tooltips: Bombardment / Electrify and Single Saber Mastery increase the threat generated by Project / Shock and Sweep/Smash and Cyclone/Sweeping Slash by 30%. (15% and 10% per point respectively) Shield Cannon / Guard Cannon increase the threat generated by Shoulder Cannon and Flame Sweep / Explosive Surge by 5%, 2.5% per point. According to logs: When appropriately specced, all mentioned abilities do [2.3 * damage dealt] threat as opposed to [2*damage] unspecced, 2.3 / 2 = 1.15, which is 15% threat increase. Since Shoulder Cannon and Flame Sweep threat increase is not tied to tank stance, some even more interesting things can be found: WIth tanking cell on: This would mean the threat increase from skill is additive (assuming Project and Sweep behave the same, but since those are tied to stance, I can't verify that). Which would be all very well, but as a result, the value in the tooltip is guilty of false advertising and should be cut in half, as the actual threat increase, i.e. comparison of threat done without any skill point investment vs. with the skill maxed is only 15% instead of advertised 30%. And also Shield Cannon is completely broken, since it provides way more threat than the tooltip suggests.
  4. Well, then...where to go with this now. Please update the tooltip for Force/Tech accuracy to include Active abilities, or better yet reclassify Active abilities as Force/Tech appropriately, as there is nothing in the game that would suggest Active abilities are subjected to it, and in reality they behave exactly like Force/Tech abilities. As someone already pointed out, the quick and dirty fix for the (un)intended consequences would be changing some high tier tank/healer skills to include accuracy boost. Something like: For Shield Cannon / Guard Cannon (Powertech/Vanguard), Shadow Wrap / Conspirator's Cloak (Shadow/Assassin), and Beacon of Might / Pillar of Strength (Guardian / Juggernaut): add "Additionally increases Accuracy by 3% while [respective tanking stance] is active" per point. Putting it in the penultimate skill tier and restricting it with stance should keep it from being abused in other specs, as there is not that much you can do with 14/13 leftover points while locked in tanking stance. Someone will point out that Beacon of Might / Pillar of Strength is a three point skill while the rest are two point ones, but guardians and juggs have their current accuracy increasing skill in tier 2 (as opposed to every single other AC), in dps tree (as opposed to shadows/assassins), and it only provides accuracy increase (as opposed to shadow's I/E damage reduction and PT's Rail Shot buff), so in effect it is a point tax, even more so considering they end up with 5 points to split between mainstat increase, accuracy increase, and sweep/smash buffing skill. As a side effect, the tps would go up a bit, which would help with keeping up with all the dps buffs being thrown around, since the only throwing being done with tanks seems to be the "under the bus" kind. For the healers: Puissant Poultices / Durable Meds (Scoundrel / Operative): add "Additionally increases Tech Accuracy by 3%" per point. Probe Medic / Bodyguard (Commando / Mercenary): add "Additionally increases Tech Accuracy by 3% while Combat Support Cell/Cylinder is active" per point. Force Warden / Twisted Force (Sage / Sorcerer): add "Additionally increases Force Accuracy by 2%" per point (they already get 3% as a side effect of the cost reduction skill from middle tree which is actually useful for healing) Since Force/Tech resistant is next to non-existent in PvP, it shouldn't break it...too much.
  5. Another patch, another shameless bump, issue persists. Any official word on this would be much appreaciated.
  6. The thing is, NPCs most likely have 100% force/tech accuracy, while most PCs have 0% force/tech resist. But if you play a tank you will see some resists every now and again, as guardians get 5% resist with riposte proc, shadows have 2% from spec, and vanguards have 2% from gear. That said, while it is nice to resist stuff as a tank, I would immediately trade the off-chance to shrug off CC for my own reliable interrupts and CCs/pulls/pushes.
  7. Yes, accuracy affects (almost) every single ability, including interrupts, any debuff application, pushes, and pulls. There was enough outrage during 2.0 testing to get taunts excluded from this horrible design, everything else stayed the same, and even though I have been trying to get this addressed for months now, there was not even a single dev comment on the issue.
  8. While in Soresu, Single Saber Mastery should increase threat generated by Sweep/Smash and Cyclone/Sweeping Slash by 10% per point. As of now: with one point, X damage dealt by those abilities generates 2.1 X threat. with two points, X damage dealt by those abilities generates 2.2 X threat. with three points, X damage dealt by those abilities generates 2.3 X threat. But with no points and just Soresu on, X damage generates 2 X threat. 2.1 / 2 = 1.05 = 5% increase 2.2 / 2 = 1.1 = 10% increase 2.3 / 2 = 1.15 = 15% increase So either the threat is meant to be additive with Soresu (and not multiplicative) and the skill description needs to be adjusted, or the effect needs to be doubled. P.S.: and while you're at it, would it be too much to ask to boost threat generated by Guardian Slash/Crushing Blow? As of now it is the only* "high threat" ability with 1.3x threat increase (generating threat equal to 2.6x damage) while all the other high threat abilities have 1.5x modifier (generating threat equal to tripple damage). *afaik, unless I missed some PT high threat ability
  9. Speaking of Nightmare Draxus, has anyone wiped due to tank's interrupt failing to do it's job on mass affliction cast yet?
  10. Introduction To make sure we are all on the same page, some clarification of what I understand: There are four types of abilities. Passive that are always functioning. These are proficiency abilities that make you able to use certain items, alter how some of your other abilities may be functioning, or generally "do some stuff when some other stuff happens". Melee/Ranged are all damage dealing abilities that deal white damage and use your melee/range accuracy. These can be dodged, parried, or reflected. This reduces damage from them to 0. Relevant defense is Melee Parry/ Ranged Deflect. Force/Tech are all damage dealing abilities that deal yellow damage and use your force/tech accuracy. These can be resisted. This reduces damage from them to 0. Relevant defense is (force/tech) Resistance. Active are all other abilities, i.e. anything that you need to "click" but it does not deal damage. The issue As of now, any* Active ability behaves like a Force/Tech ability in that it can be resisted if your force/tech accuracy is not equal to or higher than 100% + your target's Resistance. *the sole exception to this are taunts; when 2.0 was on PTS, they suffered from the same problem, but were fixed before it went live This means that any character without significant investment into Accuracy (read: sane tanks and healers) has non-negligible chance that their utility abilities will have no effect on targets that matter, i.e. Elite and Champion enemies. We are talking CCs, stuns, mezzes, pushes, pulls, and interrupts having up to 10% chance to fizzle. To generalize this, any ability that adds a debuff icon to an enemy target is subjected to an "accuracy roll". Also any ability that combines damage with some secondary effect (e.g. interrupt from Force Leap/Force Charge, stun from Hilt Strike/Backhand or Dirty Kick/Debilitate) will fail to apply said effect if the damage is succesfuly defended against. The big question Is this intended? Are active abiliites supposed to be subjected to an "accuracy roll"? Are melee/ranged/force/tech abilities with secondary effects supposed to have those secondary effects depend on successful "accuracy roll", or in other words, is dealing damage supposed to be required for the secondary effect to take hold?
  11. The patch note, accuracy tooltip, and the taunt fix would suggest this is a bug, but there is no official word on this afaik. That's not the real issue here, tanks and healers generally do not want accuracy because they would have to sacrifice stats that are actually beneficial to their role, and yet this approach is gimping their utility if the current situation is intentional.
  12. Updated first post with some additional testing.
  13. So since we have a new update and all, went out for some testing fun in the sun. Three failed interrupts from a tank over the course of a single fight, 91% accuracy (six fails total in three runs) http://imageshack.com/a/img823/2293/e8wa.jpg http://imageshack.com/a/img842/6279/1i7z.jpg http://imageshack.com/a/img600/8648/wf9c.jpg Is this really working as intended?
  14. Since update 2.0 and this particular patch note characters with less than 10% Accuracy from rating and buffs (i.e. mainly tanks and healers) are having their interrupts, pulls, pushes, stuns, and mezzes used on Elite and Champion enemies resisted. Steps to replicate: Mezz: Fast (spammable) - use stealth class to apply stealth CC to an Elite or Champion (e.g. Oricon heroic area Champions, one application needed to remove CC breaker) example of fail (91% accuracy) Interrupt: Moderate (short cooldown) - fight an Elite or Champion enemy with frequently used casted/channeled abilities with long casting/channeling time, attempt to interrupt mid-cast (e.g. champion droid from Tatooine GSI Heroic quest) example of fail (91% accuracy) Pushes, pulls, stuns, other: Slow (moderate to long cooldown) - attempt to push or pull an Elite or Champion enemy (suggested fight: Alderaan GSI Heroic quest due to the ability to reset the fight quickly by exiting instance) example of failed pull example of failed stun (both 92% accuracy, specced for shorter CD on Grapple and Electro Dart for testing purposes) So either A) the tooltip for force/tech accuracy tooltip should mention that "Active" abilities and controlling effects are affected by it as well or B) "Active" abilities should not be affected by accuracy and they are indeed bugged. Taunts were affected during the PTS testing of 2.0 and were promptly fixed, which suggests that B) is the case. Abilities that combine damage and incapacitating effects (like agent's Debilitate or guardian's Hilt Strike / Force Stasis) are also affected and fail to apply the effect if the damage is resisted. In fact, any ability that applies a debuff (like Weaken Mind) behaves that way - the debuff application can be resisted.
  15. Was waiting for a call one day and way too tired to chase stuff in the first place...so anyway Anaris - FT-6 Pike - The Red Eclipse - 727 objectives
  16. Anaris - FT-6 Pike - The Red Eclipse - 539 objectives points
  17. Anaris - FT-6 Pike - The Red Eclipse - 75 hit %
  18. Most of us, if not all of us, who run group finder content, have met them. Thoroughly mindblowingly awesome uber leet guys (or gals) that leave you completely speechless, staring in disbelief at their performance, thinking to yourself "I am so not worthy of grouping with this person ever again in my life". Fortunately, there is an in-game tool to achieve this and I am sure that, like me, many people have a list of these rare gems on a tab near the who, guild, and friends list. Not everyone has this precious gift. Luckily, there are ways to artificially achieve similar results by mimicking the superstars. So how can you apear more awesome than you really are? Chapter one: Playing it cool First you need a correct frame of mind. When you shuttle into an instance after getting a pop, do not say anything. After all, you are not there to chit-chat, but to get stuff done, right? All those hellos are a way for insecure people to ease tension. You are not tense, you are awesome! You may have met people who right at the start say something along the lines of "never done this one before". Clearly they are afraid that they may screw up because of lacking knowledge. You don't need to bother with that, even if you have no memory of the place you just shuttled into, your awesomeness will give you strength to overcome anything and everything the game can possibly throw at you. It should be said that a wipe may happen when you are winging it, or indeed at any point of any run you may get accused of screwing up something. But surely because you are awesome and therefore it cannot be your fault, you should deny any accusations suggesting otherwise. In fact, it must be someone else's fault and only you can show the others who the guilty party is. If you decided to grace the peasants by allowing them to get queue pop sooner by queueing as tank or healer even though you are specced and gear for dpsing, you need to ease their little minds by assuring them that you are entirely awesome and that you can do it like this. In case your gear is well below recomended level for the content, some clueless heathen may question your decision to undertake the endeavor in your current clothing. They should be forgiven for they know not the amount of sheer skill you are bringing to the table. Be kind to the small-minded and provide a few words of comfort. If there is a bonus boss availible in the instance, as the most awesome person in the group it is your solemn duty to decide whether or not the bonus will be pursued. Chapter two: Watch this! While clearing trash, which, let's be honest, is totally beneath you, as the greatest player in the group you should dictate tempo and route taken. If you are the tank it will even be expected of you, but if you're not, this responsibility still needs to be handled by a professional and since you are awesome, it has to be you. CC is cheesing, real men take all the mobs at once and mow them down with their high numbers flying left, right, and center. The packs are usually mix of mobs of different strength. Supposedly there are two "schools" of combat, one says the weakest go first, the other say the strongest do, which is of course utter nonsense. As the most competent person in the group, you should look for the strongest adversary and go tackle it first while the less fortunate players mop up the rest. After the fight, in the unlikely event of you losing some HP, the healer will cater to your needs so you don't have to stop on the way to next pack. If you are dpsing and the tank is taking his sweet time, no doubt mustering what little courage he can scrape, you should show him how it's done. Special attention should be given to knockbacks, if you have one, you have a unique opportunity to demonstrate your awesomeness to players and mobs alike! Everyone loves shortcuts. But the ignorant rabble you get paired with probably knows nothing about them. Once again you should be an example and lead on. However, some reprimanding should be dispensed if someone proves to be incompetent of following you and pulls the easily skippable mobs. In case you use stealth CC in an awesome capacity that will enable you to skip otherwise unskippable, some peasants will get overconfident and move too close to still awake mobs or outright attack. After you dispatch the pack, you need to set them straight. Chapter three: The whole point Bosses are a mild annoyance due to the various wannabe mechanics that could threaten less awesome people than you. Time for you to keep shining brightly in the face of pretended adversity! You know those pesky markers? It's a cheap trick to make you move instead of doing super high damage/ super awesome healing, don't fall for it. Sometimes there are no markers, just over the top animation, same idea. In case of a bug or a glitch when you do take damage from some crap on the floor, the healer will compensate for this. Unless the healer is useless. In which case he needs to be informed of this fact. Loot time! As we already established, you are the one carrying all the others throught the content none of them would be able to survive otherwise. "Need" and "Greed" are pointless labels that will only confuse their true meaning. If this was the last boss, many people usually say something along the lines of "thanks for the run/group". This is, of course, aimed at you. You have two ways to deal with this. Either by being modest or embracing the reward of your awesomeness. Bonus round! These are just little things that can contribute to how awesome you appear Since I do not consider myself to be an awesome player by any stretch of the imagination, this list is by no means comprehensive. I have, however, met a lot of these elite uber people on well over a hundred different characters. Some left impressions so deep I have remembered their legacy names and whenever I see that name with the same guild tag, I recognize that character as being played by a super awesome being. Then again, I, as many simple peasants, am quite easily impressed and award awesomeness recognition badges for as little as 10 or 20 awesome points. You may have to try harder to impress more skilled players. So go out there and fake it 'till you make it!
  19. From what I've seen, they reset like this: Tuesday - Far Cradle Strike (Imp) / Regnant Station (Rep) Wednesday - Kabal Station Defense (Imp) / Ardis Outpost Fortification (Rep) Thursday - Kanz Minefield (Imp) / New Covar Ice Field (Rep) Friday - Duma Strike (Imp) / Baros Ambush (Rep) Saturday - Lorta Escort (Imp) / Hypori Escort (Rep) Sunday - Cha Raaba Assault (Imp) / Thanium Disruption (Rep) Sunday - Operation Foe Smasher (Imp) / Operation Clean Sweep (Rep) As a side note, Regnant Station gives less credits than Far Cradle Strike. The Imp version gives the usual 1600-something, but the Rep one only gives around 530.
  20. Full Defense can get Inner Peace that provides 4% internal/elemental resistance. Edit: and apparently I didn't see the "has over the hybrid" part...in which case full defense has nothing there, since 4% shield is inferior to 4% hard DR due to absorb and shield bypassing K/E attacks. Only on paper. In practice, Guardian Slash only gets x1.3 for a total of x2.6 with Soresu and Sweep and Cyclonic Slash get x1.15 for a total of x2.3 with stance bonus.
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