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Kawabonga

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Posts posted by Kawabonga

  1. Thank you for your marvelous work for starters.

    So, since differences are negligible within ~100-200 rating points as stated above, every dps discipline has basically the same stat distribution? How convenient :rak_01:

     

    Just one curiosity about lightning, are you taking into account the fact that Recklessness doesn't supercrit?

     

    Edit: nvm, i saw on that awesome spreadsheet that you indeed have bonus crit added to Thundering Blast (cell B327). That's not working unfortunately in Live, so lightning is actually even lower than that, I don't know by how much, but still...

  2. chain with reck is almost an autocrit now considering chin consume a stack every target it hits and now we have 3 stacks, i probably think double 12k chain is pretty op. Theorizing ofc,

     

    This... makes no sense :rak_02:

     

    Yes, chain lightning will definitely crit under recklessness, but that's because we have a crit chance of ~40% and get a +60%. None of that extra 60% goes over 100%, which would be the portion converted into crit multiplier

  3. i guess so, 60% crit will be too broken imho

     

    Under the best circumstances we'd be seeing a 19k+ Thundering Blast every minute and a half-ish with the initial one under both relics, Unlimited Power and adrenal being closer to 23k. Most other burst classes see similar numbers. A quick glance at parsely shows 21k Devastating Blasts, 22k Ambushes, 23k Energy Bursts, 23k Heatseekers, for example.

    Besides, from what i understand we wouldn't be seeing a +60% to our hits, we would be seeing a +60% of our Critical multiplier (which should be around 80% taking into account Reverberating Force), so all in all every minute and a half one of our Thundering Blasts would hit about 48% harder than usual. Doesn't sound broken to be honest.

  4. To address the guy that says Potency is adding damage at 160%: have you verified these numbers through testing, or are you theorizing?

     

    Just go check for yourself: Unequip your relics, pick your favourite dummy, apply Affliction and use Thundering Blast. Wait a few seconds and repeat using Recklessness before Thundering Blast. Repeat a few times, and get back to us with the average difference between Blast with and without Recklessness. I'd do it myself but i don't have Swtor on this laptop :(

  5. In both specs, there are no 3 abilities you would absolutely want to see crit in succession. Your best option for Recklessness in Lightning are Chain Lightning and Lightning Flash. If one of these failed to crit in the past all you could do was shed a tear and use Lightning Bolt, which deals considerably less damage. I suppose that is no longer much of an issue since the crit values are closer to or exceeding 40%, bringing it to 100% with Recklessness, but still, Lightning Bolt crits are underwhelming at best. Having one of those crit for sure every minute and a half is NOT what i call a 6p set bonus.

     

    In Madness your two abilities are Death Field and Force Leech. No runnerups, not even close. Both Force lightning and Lightning strike deal half the DPS, assuming all the ticks crit in Force Lighning's case (vaild assumption in 4.0 i suppose)

     

     

    Things that definitely should be changed:

    1. Recklessness should boost Critical Damage, the way other abilities and procs do. I sort of assume this was be the intended behaviour, but the way the ability interacts with your values being different from the rest, i think the changes didn't take.

    2. Crushing Darkness/Demolish should have the DoT portion's crit value boosted along with the initial hit. I honestly don't see why this isn't the case

     

     

    Things that would make sense but i'm not sure if over the top:

    3. For Lightning, when Forked Lightning/Darkness are proc'd under Recklessness, they should crit along with the main ability (without consuming a charge obviously). Forked Darkness proc'd by Thundering Blast have a 100% crit rate, i don't see why a crit boosting ability shouldn't affect these as well.

    4. Same would go for Lightning Burns in Madness, however trivial it may be.

     

    I haven't done maths for any of it (not quite sure how to yet :( ), so i don't know if this would actually make it better than the old Dread Master set, but at least giving both specs at least 3/4 decent damage dealing options with Recklessness is a step in the right direction.

     

     

    Edit: By they way, changing the set bonus would be a better solution. Alacrity proc FTW. Not necessarily as much as the old set provided since the stat worked differently when it was designed, but still...

  6. Sin DPS on Revan was actually pretty damn good. There are enough 10m options to keep high uptime during movement and shroud is amazing. I got 609k on core as Deception without a set bonus (pretty long core phase).
  7. Bioware themselves want HM flashpoints to be the stepping stone into SM ops, that's why they drop bad gear and have 178 gear requirement. So instead of elite players trying to make HM flashpoints balanced around them why don't you all campaign for your suggestion of a tier 2/NiM flashpoints? Something for people to use as a stepping stone and test their skills as they go from SM ops to HM ops and that drop hardmode tier mk-2's instead of SM mk-2's and blue trash?

     

    Wouldn't that be a better solution?

     

    Oh yes it would. But it's not gonna happen.

     

    It takes far less resources to nerf than to buff content, let alone creating new one. Judging by the ungodly amount of new armors, weapons, mounts, pets and whatnot released so regularly, I'm going to take a wild guess and say that EA isn't interested in investing in the game to make sure it survives the long run. The main interest is attract as many players as possible (long and drawn out story content release during and after the movie comes out) and make sure they pour as much money as possible in it (micro-transactions).

     

    Which means when people cry that content is too hard, the content gets nerfed, because it's easy and cheap to do so. When people cry that content is too easy, nothing happens, because it's harder and more costly to carefully calibrate it.

     

    Be careful what you wish for, because when the nerfs come, they won't go away when you finally get good.

  8. So you want Hard Modes to be nerfed and be easily doable by average players... What the hell are elite players supposed to play then? Sign me up if you want to propose Nightmare mode flashpoints and nightmare modes for ALL operations. I'd love to see Lost Island unnerfed and nightmared out. Thing is, it's already been stated that nightmare is gone. And even if it wasn't, there would still be someone crying about it being too hard (mathematically impossible anyone? :rak_03: )

     

    The same level of content can't be hard enough to entertain good players and easy enough to be cleared by bad players at the same time. In the case of Hard Modes, as the name suggests, the content should be Hard. If you're having a Hard time with it, that's pretty much the intended result

  9. I should explain that I speak mainly as a tele PVP sage. The ability to use speed on cooldown to proc Burst stacks (and, by extension, Wave) is integral to my current performance. The use of Speed and Burst on cooldown leads to reduced Mental Alacrity timers - which directly opens up clean burst windows.

     

    You're using speed on cooldown in pvp?? What do you do when you need to escape?

     

     

    Actually the last sentence is not correct. Increased APM=increased dps. But outside pushback, relic procs and damage on the move it won't increase your dps by anything and neither will increase your APM.

     

     

    You increase your APM by the usage of force speed, which isn't a damaging ability... You could also be using instant heal and aggro drop on cooldown to increase your APM, but those aren't a dps gain either.

     

    Using force speed is only useful if you have bad ability delay or, as you pointed out earlier, to resist pushback *

    *edit: and of course, when mobility is required

  10. The equation is I/E + K/E = F/T + M/R. In most fights this is supposed to sum up to 100, but there are some abilities (mainly the avoidable ones) that don't have a damage type. For instance, on the M&B fight, the damage you take from standing in the yellow circles doesn't have a damage type. As a heads up, 24.6% of damage from that is a huge amount. Pay attention ;)
  11. When you hit a target affected by your discharge with a melee attack CD becomes instant. I don't remember the internal cool down on the proc however.

     

     

    It's actually always a hard cast. What you described is what happens in hatred. (Internal cooldown is 9 seconds)

  12. Unless they make it so that they can bubble and walk at the same time. With this dev team it wouldn't really surprise me.

     

    Now, before anyone says "They wouldn't do that!" I must remind everyone about the lolslashing while dead.

     

    Oh my god i didn't think of that :eek:

     

    Dammit bioware, nerf the mercs already! No CD on electronet is way too powerful!!!11!1 Oh what's that? They didn't do it? But they could! Nerf!

     

    Next.

  13. If they were lagging they wouldnt cros the map in the time span of 2 seconds.

     

    It is actually disturbing how many deniers there are here. I have never in my life seen more deniers in a forum than here. Sure it isn't some plague that happens every match, but it happens often enough to warrant some serious attention from BW and not to be swept under the rug. I mean seriously, why on earth are they PROTECTING the speed hackers by banning the ones reporting them? Like someone said earlier, it is like arresting someone for going to the police station to report a crime with cold hard evidence in their hands.

     

    The reason naming and shaming isn't allowed is because 99% of the time the naming is wrong, but the shaming happens nonetheless.

    If someone tomorrow opens a thread saying "Kawabonga is a nub hacker no skillz!!111!1" there's bound to be a certain number of people that fall for it. What happens next? I get unjustly harassed in game because someone said i'm a nub hacker.

    That being said, I do agree that video proof shouldn't fall into the same category. Unfortunately, the only video proof I've seen lately is that of the big bad marauder with the J in his name that runs very fast.

    There are a couple of screenshots going around lately about people leaving maps, but I'd say it's pretty unclear whether it's a hack or an exploit, which are two vastly different (bad) things.

  14. I already got reprimanded for that... I don't feel like getting banned... But thanks for trying...

     

    As for them being rare... They used to be... But no longer... Big increase since people transferring from PvP servers... As well as the glitch/teleport/Untargetable cheats... Not to mention the Macros... Especially picking up the ball in Hutt Ball...

    What about the glitch cheat in Quesh Hutt ball where someone at the side of the bottom of the very bottom ramp glitches, then teleports in 2 secs to the third lvl infront of the goal, semi submerged in the platform, Untargetable or affected by anything... And they score... I've seen this over 10 times now in the last 6 weeks.. I usally leave matches now when I see it...

    The other thing to consider is the people using the speed hack... But only have it turned up 2-5%... This makes it difficult to detect... But gives them the advantage against a Melee who has 10m abilities... They then don't need any speed boost... They can just out run people normally...

    Being naive to them, not seeing them because some people don't play as much or outright denying them because they use them... Doesn't mean they aren't happening... They are... More and more people are seeing them... I've seen 9 threads with proof over the last 9 weeks that have been deleted straight away by bio... That is more threads with proof than I've seen in the last 3 years... For every person who posts proof, there are many more who have seen them and either don't post proof or don't record matches...

    Also take into account the amount of threads being created about the issue at the moment... Once again, a lot more in such a short time period...

    I'm not sure about lag hacks... As far as I've researched there is no such thing... But lag switching does happen..

     

    This may be a long shot in terms of how far you're actually willing to go, but why don't you create a nice youtube channel (or similar), put it in your signature, and post there some videos of cheetahs?

    That way there is no risk of a name&shame ban, since all you have is your youtube channel (or similar) in your signature, like plenty of other people. The videos themselves won't be brought down even if names and dates of birth of every player's grandma are perfectly clear (Mr. J Z's videos are all still up).

    Plus, you stop being that guy that calls everyone a hacker, and we will all start calling you the "Hacker's bane", which is a pretty cool title if you ask me.

     

    Problem solved?

  15. We kill Sano first, dps with taunt takes the kick. If i had to compile a list of fights and jobs in which that happens it would go like this:

     

    Ravagers

    - Sparky on add duty, during the burn phase

    - Bulo if taunting pirates

     

    Temple of Sacrifice

    -Sword squadron tanking unit 1 (without swaps)

    -Revanite commanders throughout the whole fight.

     

    I don't know yet about Revan, but it doesn't seem the case from all the vids I've seen

     

    Feel free to add stuff, but this is pretty much it from memory... I mean, maybe Coratanni with a really lucky Shield streak?

  16. Unfortunately, when you've got all 4 dps at 6k+ as your second taunt wears off, you start to get into some trouble, because you can't simply guard them all :(

     

    Yeah but what are the bosses where you actually get to be main tank for the 20 opening seconds straight? For me it's Sparky, Torque and Malaphar (I usually tank Squad Unit 2 and Pearl and go dps on Underlurker).

    On those bosses I usually delay the AoE taunt for just a few seconds so that i can get taunts 2 and 3 off in a row. The few times the boss turns around it's only for a split second, never even enough to get a hit off on anyone so i don't worry about it. I guess the usefulness varies depending on your assigned duties. Basically, go for whatever rocks your boat ^_^

  17.  

    My only point of dissatisfaction is a boss design issue rather than a class specific issue: On the Walkers it becomes extremely difficult to maintain stacks when tanking Walker 1 during the time that the shield is up. If the droid happens to be alive you can save your Depredating Volts to use on it, but that still leaves a lot of downtime. Juggernauts and Powertechs also lose uptime on their buffs for the same reason, but since their buffs are gained by instant abilities they can refresh them more quickly/easily when the opportunity arises. The Depredating Volts while moving change definitely made this a lot easier, but it's still at the point that I would never choose to tank Walker 1 on an Assassin since a Jug cotank can do it better.

     

     

    Actually, last time I checked Depredating Volts didn't build Dark Protection stacks against immune targets.

    However, Rocket Punch and Rail Shot still build stacks of Shield Enhancers when used against immune targets, and Heat Blast still grants the extra absorption. Similarly, Aegis Assault still grants Aegis Assault and Consuming Power, Retaliation grants Blade Barricade and Force Scream grants Sonic Barrier...

     

    This is definitely something that should be looked into.

     

     

    The viability of the old set bonus becomes suspect once you have DPS who push your threat generations past their limits. AP PTs remaining at 10k sustained DPS 15 seconds into the fight ruins your day when you have a small gap in your taunts because you don't have your new 4 piece set bonus. Should that be necessary to have to hold aggro? No, in my opinion, and I really don't like having to do it, but that's how it is right now.

     

    I'm also guilty of clinging to the old set bonus. Realistically, between taunt fluffing and tank swaps it is quite unlikely to lose aggro... If you have an AP PT or a MM Sniper that doesn't like to drop aggro (like i do) just slap a guard on him :) I've never had aggro problems to date with the old set bonus.

  18. i prefer they just spend their resources on new ops.

     

    Creating new content takes up an immeasurable amount more resources than rehashing the old one. This argument is completely irrelevant.

    New operations require a design team, a team to write up the story, a team to come up with the mechanics and a team to do the programming... you get the picture

    Rehashing old content? The method is already there: Nightmare Power buff. All that is needed is number tweaking. Don't quote me on it because I'm no expert, but i feel pretty confident that this is somewhere between a week and a month worth of work from only one of the above mentioned teams, at most.

     

     

    Think of it this way: would you rather have 2 new operations every 9 months and play those same 2 operations at high level until the next 2, or would you rather have 2 new operations every 9 months and a week and have all the previous operations available at a high level?

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