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veggielover

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Everything posted by veggielover

  1. Situation: A boss enemy with a damage debuff, ie slow time or weakening wounds. Said debuffed boss does a special ability, say Heirad and lightning field, or maybe more simply dreadtooth and all of his abilities. Question: Will that special ability hit for 95% or does the damage debuff only apply to direct attacks?
  2. I recall it being discussed but I don't recall if it was ever tested. Is there improved damage reduction for Juggs / Guards to use either the aim or will 4 set bonus (ie 2% damage reduction which I believe is the same for both) ?
  3. truth indeed, and your probably more right than I am in our proposed solutions, at least yours isn't getting trolled xD. As for 10% lose of dps because of accuracy, you must be kidding. But to prove my point further let's go with your manipulative spontaneous generation of accuracy stats. I specifically stated a power healer, you see power adds to both damage and healing done atm. The extra damage gained I estimated to mitigate the difference to simplify, generously, at 5%. I can see in your reasoning you seem to think 450 accuracy would be spontaneously generated and not taken from power or further current damage boosting stats. But to prove my point further let's go with your manipulative spontaneous generation of accuracy stats and say the difference between would be a solid 10% because of a 90% assumed accuracy. Even in your best case it is miles above a dps in tank gear or a tank in dps gear. Can you yet admit the self evident truth?
  4. ^+2 oh man you guys are so funny. Thank you for enlightening me you have been ever so helpful. If you want to send donations please pm me and I will tell you a paypal account you can send all the money you want too. I thank you in advance for your generosity. The regulars seem to have the argument that optimization would currently force two sets for healers and dps. I concede this point, it is true but it is an extreme. Can a healer in say max power switching over to dps be as effective as a dps dedicated to it, no, but what is the difference, probably generously 5%? Easily enough to want groups to look for specialization for hard operations but easily enough to get the job done in all other circumstances. Reversing the idea, can a full dps switch over to tank tree and be around 5% off a full tank? Can a tank in full tank gear switch to a dps tree and deal even close to 5% less damage from a pure speced? The discrepancy should be obvious. To address the single armor idea, it would not be the solution I would have as while it would make certain points of life easy certainly I would think it would lead to a more boring game in the long run. If everyone had a single set of equipment to go for it would make equipment hunting seemingly a lot easy and sharing a lot easier and suddenly 95% of the time sink on the mmo. But that is just my opinion, and could probably be worked around. Heck might be just the innovative thing.
  5. Read it, understood as it as a good first attempt. A single stat difference does not really equal out the several stat difference tank to dps have. If you think there should be a healing accuracy stat that is something different though. I guess it would make sense that healing could miss in the heat of battle just like an attack of course and maybe have over 100% add to crit chance by having them hit vital areas better. Makes sense logically.
  6. Urg, I am fairly new to mmos but I can see why the devs have such a hard time. There is an obvious discrepancy and unfairness that is noticeable and apparent and yet not only can we not think of a good solution to correct, as was the point of the thread (in theory), we have people jumping in to defend the unfairness as justified. This was supposed to be brainstorming not a debate, nor do I think one can even argue with you if you think the unfairness is justified. As the thread instigator I don't know how much power I have over it but if possible people not post what they think of the system, but rather brainstorm ideas how to correct the problem or how to improve previously posted ideas. Along that line I propose that power and crit, but not surge be split to apply to only healing or damage. Basically creating two new secondary abilities, can call it something different if you want but I am calling it healing power & healing crit in the short term. So that crit and power would now only apply to damaging attacks.
  7. I think power should stop applying to both dps and healing equally, or maybe even all together. I find it completely unfair that dps/ healers have the same gear regardless of roll while the tank / dps classes have to have two sets of gear if they switch roles. I believe power/ alacrity used very well on my friends trooper is the culprit but I guess crit would be just as culpable should power be reduced. There must be some method stat wise (not just set bonuses) that will solve this discrepancy. I was thinking force power and tech power might apply only to healing and power only to attack as a possible solution but it is not a perfect solution and I am open to any constructive ideas you may all have.
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