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SalvorHardin

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Everything posted by SalvorHardin

  1. The force cost of Low Slash is not a problem in PvP... How many times do you run out of force in warzones? You leave combat so much, you (almost) always have Blackout handy.
  2. From my calculations, a simple way to bring Infiltration on par with top DPS classes (not including smugglers/agents) would be to simply change Force Synergy to 12% crit chance bonus and 12 seconds duration AND lower force cost of Low Slash to 10. This way, we can actually use it in the rotation (without Shadow's Respite) during the 3 GCDs between 2 Projects, and it still takes skills to use well. Those 2 changes would give a 5-10% sustained DPS boost without affecting burst potential (especially for PvP). For Balance, I haven't done any simulation yet but if the change on Force Synergy is not enough, I can't see any "easy fix". The thing I would like to see for Balance is a PBAoE Force Breach so that Lambaste can be actually useful and an addition to Lambaste in order to reduce Whirling Blow's force cost. Also a new skill (instead of Mental Defense) that would give melee attacks on a target affected by Sever Force a X% chance to grant [skill], making the next Shadow Strike free and not respecting Global Cooldown with a Y seconds limit rate
  3. Is this a hint for a potential gambling minigame like pazaak coming soon™ ? (wishful thinking there, I know)
  4. You brought a sad smile to my face... But yeah, it does seem like their #1 answer when it comes to any functionality demand, however big or small it may be.
  5. Some sort of debuff tracker is needed indeed. I would be happy with a simple 1 pixel framing around our own DoT/debuff, with a color of our choosing. Making them bigger works too... Or even having a seperate target's debuff window that only contains what we apply on the target. There are so many ways to do that, I'm not sure why it hasn't been implemented yet!
  6. Well, evasion would affect tracking penality in the way that tracking penality lowers the attacker's accuracy. As for head-to-head situations, if you already have a fair amount of passive evasion, the bonus from DF gives you enough evasion to avoid pretty much everything in the 5000-3000 range for 3 to 6 seconds (depending on the T4 upgrade). For pitch/yaw, yes, I actually made a post about this. I'm guessing it should be 100 times more. Also, the distances are off (it should be 10 times less) and attacker objectives seem completely broken.
  7. Yes, that's what I'm saying: the values in game are 10 times what they should be.
  8. Yeah, this radar system was really great once you figured it out. After a while, you just knew instinctively where every ship was in a quick glance. I spent so many hours playing those X-Wing and Tie-Fighter game series that when I started GS, everything came naturally to me... except the radar, which took a while to get used to.
  9. Am I the only one bothered by that or did I overlook something and everyting is actually fine?
  10. I really love GS but I have real troubles with some numbers... First, attacker objectives seems broken: the highest I've seen in +50 WZ was like 8 or 9... I mean, at times I go and kill 3 turrets, kill the guardian, the guy who comes to defend and proceed to single cap and still finish the WZ with 2 attacker objective points. Now, something much less annoying is the weird decimal on Pitch and Yaw... 1.08°/sec yaw means that it would take 2min46 to turn around horizontally... I'm guessing the actual value should be 108°/sec. But what annoys me the most is the problem with distances. If you're going to use the metric system, do it right. 5000m is 5km, so about 3.5 miles... I don't know about you, but it really doesn't seem like I could see a starfighter at this distance, let alone shoot it without a scope. Also, a speed of 780m/s (standard scout engine speed) is 1740mph. So I'm thinking every distance in GS is 10 times the actual value.
  11. During the first two phases, yes. But you lose it during every transition. During the third phase, it gets very hard but then again so was the self healing prior to 2.5. No it's not "very easy": Force Execution can prevent from refreshing because of having to avoid the red circle AND then move the boss (quickly before the switch). That's actually a good idea but there is always the problem of keeping Shadow Protection AFTER the challenge. We have been farming the council for the MH for a while now and not once have I had the possibility to keep DPS'ing Bestia AND Calphayus in both first and third phase (our DPS stop at 70-72% on Bestia and 65% on Calphayus). Which is still a problem because before 2.5 we could use self heals during the last phase. And he does a load of damages at that point. Yes but then again, I'm not complaining about the difficulty to keep Shadow Protection all the time. I'm saying that because we take more damage now, we might as well have a QoL improvement that consists in increasing the duration of Shadow Protection. But that's just an example: we could also have 40% armor rating bonus from Elusiveness (like it was on PTS) or get some of our self healing back... To be clear, I'm not saying that not being able to keep up Shadow Protection 100% of the time on every encounters is the reason we take more damage. It just seems that it was more rewarding to optimize TKT's uptime prior to 2.5 as it resulted in less damage taken than now. Now, just looking at the numbers of one run might not be enough to get to the conclusion, but my feeling is that if a Shadow took more damage on every encounters before 2.5, he was doing something wrong, may it be rotation-wise or gearing-wise. I'm not sure what you're trying to imply here but like I said in the post, the problem is not keeping it up in a dummy fight... It is a problem to keep up in a boss fight as you might get knocbacks, having to move, having to control adds and then miss one or two ticks of TKT which would result more often than not in losing the 4 stacks of Shadow Protection.
  12. Nefra: of course Draxus: bit erratic but all in all, yes Grob: if you're on the boss, of course, if you're on the adds, no Corruptor 0: a bit down because of badly timed knockbacks and/or having to move from gravitational field but overall ok Brontes: No way you can keep it up Bestia: easy enough Tyrans: difficult but doable Calphayus: just no Raptus: big no again Council: very hard and at some point, you just can't because you have to stop DPS Now as I said in the edited part of my post, the most annoying thing is that it doesn't refresh if TKT misses or get resisted. Also, using (wasting) Force Cloak to get it back doesn't feel right: agro drop + bye bye stealth rez. One thing I didn't like either was that if I'm not the tank on the boss (so not getting hits), I can't spam Double Strike/Shadow Strike/Whirling Blow to get Particle Acceleration... At some point, you're just our of Force and more often than not in that case, you get your 3rd stack of Harnessed Shadow with a Project coming out of cooldown naturally. If you need to move at some point during that, get a knockback or even miss the first 2 ticks of your next TKT, you lose Shadow Protection. And you just have to hope you'll be able to build it again before the next tank switch.
  13. I said in the post that I only used effective healing (so not overhealing). And the same healers were there. Also same co-tank, and same tactics. We have been farming DF & DP HM for a while now with basically the same team (some turn around on DPS), so the parses are usually very similar. For information, before 2.5, I was doing between 200 and 370 self EHPS on pretty much every bosses (apart from Brontes and Calphayus of course).
  14. I just had a full DF & DP HM run yesterday and I have to say, I'm not too impressed with the changes. I thought I would love it cause I was really getting tired of the spikyness (especially on Raptus, occasionnally on Nefra and Corruptor 0). First of all, the paranoia over losing Shadow Protection really got to me. There are not that many fights where it's actually possible to keeep it up at 100%. And it would be fine if not for the fact I'm taking between 7 and 20% more damage now. I made some quick (and pretty rough) maths, comparing damage taken one week ago VS yesterday. What I did was for each boss, substracted total self effective healing to total damage taken and divided the result by the numer of hits taken. Except for Corruptor 0 (18% less damage taken), I'm taking up to 20% more damage. Don't get me wrong, I did feel the difference on spikyness, but I also felt the healers having to work more... And I really didn't like that. I was fine with the 12 seconds Shadow Protection on paper as it required a lot of management to keep up as much as you can but right now, with the global shape of Shadow Tanking, it must be pushed to 15 (or even 18) or we should get back a good portion of our old self healing (or maybe the 40% armor rating bonus from Elusiveness that were on PTS). Not to bring the skill floor down, but to give us our tanking capability back. Because right now, it feels more like a nerf than anything else. Also, not sure yet, but it felt like my sustained threat took a serious hit without the self healing... EDIT Forgot to mention the most annoying thing: Shadow Protection only refreshing/stacking upon damage. Before 2.5, Harnessed Shadow was healing us even if our TKT missed or got resisted. This will hopefully get fixed soon. I also went over the numbers again (adjusted with absorbed damage). I didn't have the numbers for Brontes, Raptus and the Council (also Grob but I still don't have them). Nefra : 20% MORE damage Draxus : 9% MORE damage Grob : ? Corruptor 0 : 20% LESS damage Brontes : 5% LESS damage Bestia : 9% MORE damage Tyrans : 16% MORE damage Calphayus : 10% MORE damage Raptus : 12% LESS damage Council : 1% LESS damage
  15. Thanks for the hard work Dulfy, these guides look really good ^^
  16. Just made a 2 minute Dummy parse... NOT ONE single Zen Strike's proc. I should have continued to see how far this would have taken me but I was getting really pissed and logged out.
  17. Yes, I'm aware of that but it also adds 35% chance to trigger Technique's effects and +15% with Rapid Recovery. Now that Rapid Recovery is passive mean mitigation and that self healing from Combat Technique is gone, I'm asking: "shouldn't Battle Readiness add some more mean mitigation because of the loss of self healing it used to give ?", because with these changes Battle Readiness is *somewhat* buffed because it adds DR to an already buffed DR but it loses all self healing increases. The added 35% on Combat Technique's procs is trivial as it will only result in very small DPS increase and a bit of extra threat (which Shadows don't really need anyway). It could give an extra 5% damage reduction for instance, for a total of 30% with Impact Control, making it a CD as worthwhile as it was.
  18. I don't like getting rid of almost every aspect of self-healing but I'll take it if it means I won't risk getting one-shot in 16 HM or put way too much pressure on healers in 8 NiM. HOWEVER, what is the plan for Battle Readiness? It used to give us 100% Combat Technique procs for the duration but since Combat Technique is about to change to mean mitigation, shouldn't Battle Readiness add armor rating or damage reduction for the duration? Seems only logical.
  19. We better have some *********** free sub days after such a massive fail...
  20. **** you Bioware Yeah of course, download all the *********** game... Jesus, this is beyond down hill at this point.
  21. It was HM, it's hitting for less in NiM (and I wouldn't have used Resilience in NiM )
  22. How in hell should that (missing) part of the game have to be paid for??? Are you people so wealthy you feel the need to give more money to EA?! This should be free for all subscribers! In fact, it has to!!
  23. Kitru and KeyboardNinja... Can't decide really.
  24. This bug started happening to me nearly a month ago (been playing since pre-launch) and I have to say, this is the most annoying bug I had experienced in this game so far... Nothing works to fix it except logging out and in again. Sometimes only the target cursor vanishes, sometimes the nameplate disappears too. For the nameplate, the only workaround is to have it shown all the time on every enemy NPCs (which is ok but not a real solution). For the target, well I still have to find one... This is something that needs a fix quickly as it really borks gameplay !
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