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LeyDrewid

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Everything posted by LeyDrewid

  1. That's a fair statement, what makes you think the chances are significantly better in MM Ops? My statement is stop blaming MM raiders for gear distribution systems.
  2. To anyone who wants to know about the proposed set bonus, This is largely from a PvE Tank PoV regarding PvE. TL;DR The 6p is incredibly weak. The 4p is likely to be trivialized other abilities. The breakdown The Good: You seem to have identified some of the weaknesses of the class. Jugg's tend to be squishier than their counterparts. Endure Pain/Enure (fake health) is the worst DCD in the game. Specific to Immortal/Defense (tank spec), they are pretty weak in terms of AoE threat generation. On paper this set addresses these issues. The DPS Reality: No DPS Jugg is going to wear this. Honestly, why should they? It's one thing to ask a glass cannon DPS spec that is head and shoulders above the other DPS specs to sacrifice some DPS for survivability. Jugg DPS are middle of the pack (single target) and far squishier than some of the DPS specs above them. If you want to do Jugg DPS a solid, put more survivability in their specs. The 6 piece: My analysis assumes the charges work like all the other charge skills. At best this set bonus gives exactly 1 additional AoE taunt per fight. On a long enough time line you will get more taunts out of the Lord of Pain set bonus. You can leverage this set bonus to get bursts of AoE taunt but I am not sure where that will be useful. Generally, a team will get more out of tanks coordinating taunts. The best thing about this bonus is that you can skip it and still have access to the 4p. 1) If you really want to give Juggs increased access to AoE taunt, have LoP drop the CD by 15s. A second set that plays with the frequency of AoE taunt seems like a bad idea. - Although, reduced CD on AoE taunt is a poor substitute for good sustained AoE threat generation. 2) Alternatives to current 6p: A CD reduction on Saber Ward, some kind of mitigation boost tied to Taunt, remove the min distance on leap, something that changes Ravage to an AoE and/or applies some kind of mitigation property. The 4 piece: I have multiple issues with this set bonus. I imagine the development discussion for this set bonus was something like “let's give Juggs a shroud”. At best this is shroud adjacent because of a technicality. Shroud at its base is a 3s duration 60s CD possible immunity to Force/Tech damage. Shroud's duration can be extended and it's CD reduced for tank. For the most part shroud is superior. In the case of Izax, shroud does NOT mitigate the head cannon damage. I've been told it is because the hit's have increased accuracy. This bonus would still provide mitigation. Because of this I am willing to say the proposed set bonus is shroud adjacent. Unless the plan going forward for MM boss fights includes a lot of unshroudable attacks, then this set bonus only gets worse. Jugg's already have access to an immunity state with Mad Dash. Dash has it's issues but Dxun so far has been very dash friendly. The real annoying thing is that Juggs already had a shroud like DCD, Saber Reflect. Sadly Saber Reflect feels like it has been pushed into obscurity. It is possible that this set bonus will be BiS for some/all of MM Dxun. For that to happen, Dash and Saber Reflect would have to NOT be an option. If Dash isn’t an option then it is likely Shroud wouldn’t be an option and I just don’t see the Dev’s doing that. 1 ) Retuning Endure Pain/Enure to be a good DCD would be awesome. Trying to make it good with a set bonus is kind of lame. 2) Alternatives to current 4p: Whatever your goal for that set bonus was, apply it to Saber Reflect instead. If that’s a a CD reduction or extending the situations where Saber Reflect is usable.
  3. To the previous posters blaming MM raiders for the new gear set, "Flexing" with gear hasn't been a thing since highlighted hard modes in 4.0. If MM raiders want to flex they do it with achievements, titles, mounts and maybe cosmetics. This new gear set will still have a chance to drop off Kai and command crates. If VM Dxun is any indication, MM Dxun isn't likely to be a consistent source of drops. So seeing someone with the new set doesn't mean they must be a MM raider. If you want blame someone/something blame Bioware. They are hoping to use the grind as content. That wasn't the call of MM raiders. Logging in the first day of a new expansion and knowing you have to grind out gear for any amount of time just to get back to what you were doing the day before isn't something MM raiders look forward to. In fact I know a number of MM raiders who quit the game rather than have to grind gear again when 6.0 dropped. The idea that MM raiders are excited about the proposed set bonus is ridiculous. I'll explain why in another post below. I am fairly certain that most MM raiders don't actively try to find ways to screw with the rest of the community. Most of the MM raiders I know are friendly, helpful players who enjoy the game in a slightly different way than the rest of the community.
  4. Force Clarity does not appear to increase the damage of the AoE part of Crushing Blow
  5. Eric, any ETA on the warrior 4 and 6 piece additional set bonuses? Also, if the set bonuses are suppose to be viable regardless of discipline can you stop making the 2p bonuses Accuracy, Defense, Shield or absorb. You could give damage reduction/endurance or mastery/power instead.
  6. Since you don't Jugg, let me help. 1) If Enraged Defense (ED) stays at its current value it more like heal to half, not full. 2) Nothing is guaranteed with ED, you MUST take damage to get healed. This tactical is a CD reduction. How much varies from activation to activation but I did the math for 15m assuming both ED and fake health are used on cool down and DPS get 18 activations and tanks get 26. Currently Juggs would get 10. Clearly you are upset from a PvP perspective. I don't do much ranked PvP, but as I understand it Jugg dps are often targeted 1st. The idea that a tank would be hard to kill doesn't seem that crazy.
  7. Eric, are we getting the additions to generic warrior set bonuses today too?
  8. No CD on retaliate for Immortal could result in insane apm for trash pulls. Good for a laugh not sure if it would be exciting anywhere else. The DR on Threatening Scream still feels more like a DPS set bonus. The CD reduction is worse than current tank 4 piece. I just don't see it getting much play in PvE by tanks or DPS.
  9. Only if they scale ED, currently it is not a heal to full. We have more than double the health and ED only heals about 50%.
  10. Except that it shorted the length of an active mitigation buff, defensive slashes. Each hit increases the buff and refreshes the duration. As a channel it extended the duration from 6s to closer to 9s. Very similar to Deprecating Volts and Dark Protection. Ravage is not some mindless filler.
  11. What will be the fate of the Absorb Shield (AS) from Force Scream? I mention Enraged Defense and medpac not being scaled in an earlier post. I started to wonder if the absorb shield from Force Scream scaled? I remembered that Enraged Defense wasn't scaled correctly at the start of 5.0 so I wondered if the AS from Scream was scaled for 5.0 as well. I asked around for some sample numbers from players in 1.0. Typical NiM Jugg health was about 20k the AS from scream was about 1.2k. This means the scream AS was equal to about 6% of the Jugg's max HP. In 5.10 tank HP ranges from 130k to 140k, lets say 135k. My scream AS is about 4.5k (rounding up). This is about 3% of the max HP. I assume my power affects the scream AS. The meta currently favors all lethal mods which means the scaled difference from 1.0 to 5.10 is even greater. I didn't think to grab values for the scream AS when I was testing things. With all the possibilities for absorb shields, will there be a change to the way absorb shields work? Right now in live, I think all the different sources of AS are incompatible with each other. Meaning the Sorc bubble doesn't stack with scream AS. There are rumors of additional sources of AS coming to tanks and healers, what is the compatibility plan? I would love to see some kind of 3rd bar added that is just AS. It could have an out of combat value of 0 and the the current AS skills just add to it. You could even give it out of combat decay and hard cap like Warrior/Knight class resource. One final consideration for AS. As I understand it, the current system is any time you take damage, it is instantly deducted from your AS then mitigation is applied. So in the case of were you would defend an attack (take 0 damage) you would still lose AS then defend the attack. AS would be significantly more powerful if it took mitigation into account first. Maybe that would be overpowered though.
  12. Since Sin tanks still have a channel, they definitely could. It also costs tanks 3s of the buff associated with it.
  13. You can look at the inquisitor as an example. IIRC the spike DR set bonus is a 6p but it has a +2% shield and +2% absorb for 2p and 4p. The major difference, most of the jugg set bonuses were universal warrior set bonuses. There were only 2 jugg specific set bonuses and even they were discipline neutral. My guess is trying to balance those 2p and 4p bonuses and keep them relevant is difficult.
  14. The bug with the UI and cool downs makes everything seem off. It is hard to say how the game play is when everything seems off. For example, Embrace the Pain appears to do nothing, but if you keep spamming pressing the button it eventually triggers a second time. However the timing doesn't make sense for tank specs. I understand that the balancing isn't finished, but as it stands now, my jugg tank feels much squishier than my sin co-tank. The jugg set bonuses also seem unfinished compared to the sin. === General Observations / Bugs / Potential Issues === The Preserver's set bonus, regen 1% of your max health every 10s, is broken or has a type-o. It currently only regens 0.1%. The new medpac, I assume the "tier 11" craftable one, has the almost the same HP gain as the current medpac. Given that our health has more than doubled it seems a bit low. When 5.0 launched the medpac healed almost 50% of the current max. In 258s it is closer to 33%. The new medpac heals less than 20% the current max help. When you power creep the gear between this expansion and the next one, that medpac will be a joke. PvPer's won't notice because the PvP medpac is % max health based. When earning renown, you don't seem to earn legacy XP. I don't know if players earned legacy XP when earning command xp in the current system. It seems like a mistake if new players are punished for playing there max level toon. === PvE Jugg Immortal evaluation === This is very limited since we are missing a lot. The new style of set bonus and tactical is a more convoluted version of the old set bonus style. Instead of one source of gear augmenting 3 skills you have two sources of gear augmenting 2 skills and 2 static bonuses. Enraged Defense doesn't seem to have scaled to the new max health. At some point after 5.0 launched it was scaled up to where it is on live. It probably needs to be adjusted again. Most of your set bonuses and tacticals are bad for PvE Immortal Juggs. They either have no meaningful use, an underwhelming effect, or are just bad. Is the reason the set bonuses aren't finished because you can't think of 2 and 4 piece bonuses that a tank and a dps would both want? Who thought it would be a good idea to have so many generic warrior set bonuses followed up by generic jugg bonuses? Tanks and DPS have different priorities and limitations. Interestingly the tactical shielding shadow, called Interceding Defense on the discussion page, was suppose to give a 5s CD reduction. In game it does not but it does give 0.5% more DR. This tactical only has use in PvP. The DR makes it possibly good for DPS, the 5s CD reduction made it useful for tanks. I am guessing the DR will NOT apply to guard damage. Force Bound will be okay in PvP. It turns Intimidating Roar into something similar to carbonize. Both have advantages and disadvantages over the other. I feel like it will make IR useful. The set bonus is worthless in PvE since it doesn't affect enemies with boss immunity. The undying is mediocre by itself and garbage in comparison to Sin spike DR. By itself, mad dash is a skill that offer 100% defense to an attack if you can correctly time it. The 20% DR after the dash only helps if you can't successfully time the dash. If the 2s of 100% defense wouldn't cover the entire attack, you would just use a better defensive. Compared to Sin spike DR: -same 20% DR -same duration 6s. -CD of Spike is 20s. CD of Dash is 45s, 35 with utility. -Spike has the added functions of damage (generally not used rotationally for damage though) and is a 2s stun. --Dash has the added functions of damage (also not used rotationally for damage), is a movement skill and damage immunity. -Spike will have little difficulty being weaving into a fight so long as the boss is in range and the Sin has force. --Dash is tricky to use in some fights Lord of Pain is part bad part dumb part underwhelming. For most boss fights this is just 5% DR on a 45s CD. It will shine on some fight, A&E for example will be more like 20%. The DR being tied to AoE taunt is going to be problematic. Some fights a misused AoE taunt might do a lot of harm, think Dread guards prior to burn. Finally, for the longest time Jugg tanks could do something no other tank could. We could pull a ludicrous amount of enemies, AoE taunt and Saber Reflect. How much damage will SR do if we have 100% DR? My money is on zero. Jaw Breaker is bad. Our old 6p already extended the duration of invincible. This just does that in a significantly more convoluted way. Backhand is already functionally overloaded and mediocre (possibly the 2nd worst tank advanced class skill). Changing this to grants invincible for 5s would at least allow players to space out activations. Changing the backhand to Endure Pain would keep it tied to a skill that is in a similar function. Leviathan's Hide is generally going to be a 2.5% DR. Right now this is probably the general tactical of choice. It's a little underwhelming but simple and has potential. Hoard's Makashi Strike is unnecessarily complicated for 5% DR. You are forcing a rotation to maintain max DR which is going to stop Retaliation on CD. This will cause Blade barricade to not have the possible 100% up time. We lost the old 2p so all of this is for a 3% DR gain. Embrace the Pain creates a no option problem. Jugg tanks in PvE have self healing issues. I don't know if this is the best way to solve them but this tactical feels less optional more mandatory. I am happy to elaborate if you want. Please don't fix a fundamental flaw with gear, especially if that gear is suppose to create choices.
  15. This is mostly about the changes from an Immortal discipline perspective. It's long, I'm sorry. Apparently I can't do short posts on the forums. I've hidden a lot of my post behind spoiler tags to keep it's appearance smaller and allow people to skip sections they don't care about. If you intend to read it all, sorry for the extra work. Me and Acknowledgements My Assumptions of the Developer’s Goals A note on Gearing as a Tank Furious Focus Set bonuses, commenting on generic warrior set bonuses here because lazy. Tacticals Suggestions Fundamental Flaws with Immortal that should not be fixed with set bonuses or tacticals
  16. @ That_epic_guy The world first progression and timed achievements are centered around time. So ignoring all other factors makes sense. I am definitely attempt the impossible. I am trying to establish, with the help of the community, a set measurements for determining best. Ideally a generic template, not one that only applies to ToS. There are a number of good conversations starting to flesh that out. In the end I am sure I won't be able to make most people completely happy, but maybe we can make most people happy enough. One of the reasons I separated damage taken and deaths is because I wanted recognize that a team can use deaths to manipulate fight mechanics. I know mistakes happen but the best teams are more likely to have deaths to manipulate the fight. For example Xenoanalyst from the Gree event, you can improve your up time by ignoring the Power Core during the Environmental Awareness phase. All it costs you is a tank. By having the Death score I've created a strategic point. Skip the core for a quicker kill but take a death. Someone else talked about recovering from "disaster" as means of displaying skill, that is a valid point. A counter point would be that another measure of skill is to never enter the "disaster" state. Maybe a good compromise is to allow 1 death per boss. I am evaluating individual bosses in addition to the op as a whole. I'm basing time on start of combat to end of combat. Since the first 4 all have adds that could affect end of combat, there is another point of strategy. Kill the adds or stuck to speed up end of combat or bring an all stealth comp. Your DTPS points are very interesting. If every group ran the same comp then a flat analysis would be a fair comparison. The reason for not mandating group comp is to allow for teams to make strategic decisions. So we could chalk up the differences to being part of the strategy and hope the diversity bonus is enough to compensate for sub optimal choices. Since DT Score is suppose to reward players who know how to manage DCDs, perhaps it would be better to further complicate complicate the measurement and refund effective self heals. This could possibly just shift the imbalance to snipers and sins. Your point about sage/sorc healer bubbles is also a good point. But maybe is a self balancing one. If the sage/sorc healer spends all their GCDs keeping bubbles up then they aren't putting GCDs into damaging the boss. I've also hear that of the 3 healers their damage is the weakest, I don't know I'm not a healer main, so maybe this is a way for them to be viable. I chose to not reward HPS because I felt like that would encourage players to intentionally take damage. While it might be interesting to do an event in the future that flips the rules so healers can show off their stuff, as a standard measurement it didn't make sense to me. Your assessment of the diversity rule is an amazing point. I completely overlooked that it locked two of the spots. Perhaps the better solution is to adjust the range from 4 - 8 to 3 - 7. I am not likely to change scoring after the announcement as there might be teams that have build their strategy around 8 unique. I definitely see this changing for the next event. Another possible fix would be a unique score per role, like 25 points per unique class in each role. This keeps the possible points at 200, while not forcing some roles to take certain classes. Those poor PT tanks and merc healers. With regards to starting and ending in special ways to avoid a playback, I am guessing you also have reservation about handing over a combat log? If you don't mind answering, why are you reluctant to hand over a log? Or anyone for that matter? For me it's a non issue. I understand that some don't like sharing that kind of info because they feel they will be judged. But this is a competition, it's all about judging. Also at some point I'd like to run an event that wasn't live. More like what Pizza_boy was talking about. Give teams a chance to put forth their very best attempt. I know starting and stopping a clock would be simpler. I'm just trying for something better. I am hoping we the community can come up with something that make sense. I think the other thing to remember is 20 points is about 6 seconds if the time offset is 30s. So a team can ignore deaths and damage taken if they are more than 12 seconds faster than in a given boss fight.
  17. During a discussion with someone, I thought some more about what a no role restriction would be like. I realized it would encourage benching tank mains. I fully agree that a great tank should also be a good dps. But if the top two tanks in the game are not in the top 6 dps then the dream team does not include them. As a tank main that kind of makes me sad. If the target content was harder it wouldn't even be a question.
  18. @ RikuvonDrake Thanks, glad at least I was good for a laugh. Make sure to tell them I like cartel coins. @ Pizza_boy First, thanks for the feed back. It was constructive and allows for a dialog. I am hoping to create a competitive PvE scene. My first idea was to do a none live event. I really don't like wall clock time being a factor if your going for who is the best. Also there is the internet factor. I would hate for a team to lose because of an untimely disconnect. I went with live because it was easier to run with. In God we trust, all others must parse. Log submissions are because it's the only tool I have to ensure people are following the rules and kills are legit. I will be the first to admit it's not infallible. The combination of stream and combat log would make it difficult enough to fake that would discourage most from trying. If the only requirement was a stream what would stop me from prerecording a kill then streaming the playback at a faster time? You would notice a playback that was going at 2x but would you notice 1.1? Is the log submission an issue because people don't want to be judged by their numbers? I know that's a thing and I understand it, but this is a competition. Judgement is kind of a given. Removing point from everything other than time turns this into a speed run. I just don't equate fastest to best. Speed is definitely a factor but I don't think it is the sole factor. Let's say it was just a second. If you had two teams with the same time how would you break the tie? Damage taken or Deaths might be a good way. Maybe there is another factor you like more. Now consider a 1 second difference between the teams. That factor that was good enough to break a tie is completely irrelevant? If all your concerned with is speed then it makes sense. I am going more for who is best. Here is the start of the score card (at time of posting it has only Malaphar) Save a copy for yourself, play with the values. If you find some scenario where you disagree with the team that got the most points, I would like to have that discussion. https://docs.google.com/spreadsheets/d/1x6BEPEv2OmAO0Im1eu7zO7sxpO5aDhxhzjblqiME6G4/edit#gid=0 The unique class points are 100% predictable. Part of the strategy around team formation will focus on how much a team is willing to give up here. It's there to encourage diversity and hopefully show new raiders that all classes are viable. It averages out to 40 points a boss. It is also still possible to completely class stack your dps and get half the points possible dropping that average to 20 points a boss. If you play with the dummy score card you will see that 20 points is not a lot. Discipline swapping, so long as player role was preserved, would only affect DPS. I could see opening up that but I opted to lock it down figuring it would add to the strategy. Discipline swapping, so long as group role composition was preserved (2 tanks, 4 dps, 2 heals), would also be interesting but would have a major impact on strategy. I'm going do to some formatting to the initial post. I have this feeling that people are lumping everything after the word Rules as part of the rules but what I consider the rules to be is pretty short and not that bad. Honestly I figured it was mostly common sense stuff.
  19. Google Doc's link: https://docs.google.com/document/d/14YrV1dvVxJ3df5JHy4xZYSmkIFMz6uAOdci1FqY-Orw/edit?usp=sharing Because forum formatting is too hard Ultimate Revanchist Operation Challenge is hosting a live Ultimate Revanchist challenge run on May 4th. (A challenge run is a combination speed run and objective run.) What Operation Challenge is calling for 8 man raid teams to compete to see which team is the best at clearing Veteran Mode Temple of Sacrifice. (VM ToS) When The competition will be held May 4th sometime between 12pm and 2pm EST. Exact start time will depend on turn out. I promise to start no earlier than 12pm and end by 3pm EST. There may be at most another hour of results / analysis that would run until 4pm EST but competitors need not be present for that. Who All raid teams on all live servers are welcome to apply. If enough players in a particular range of times express interest, a bracket will be constructed for those players. (The one exception is my raid team as a whole, sorry guys) How Starting now and running until April 30th submit your qualification materials, described below, to operation challenge: swtor.operation.challenge@gmail.com ======================================================================================== Rules Team Requirements: Captain Teams must have a captain / spokesperson. This will be the person I will interact with during qualification and event. Captains must have discord and an email address that I can correspond with. Captains will be responsible for submitting all relevant materials to me. Captains are encouraged to speak english as I am sadly not fluent in any other language. If you do not then I will do the best I can. Hopefully we will be able to find someone who can assist in communication. Composition Team must be comprised of the following class disciplines: 2 Tanks 4 DPS 2 Heals ALL FIGHTS, NO EXCEPTIONS!!! Players may not switch characters or disciplines. Alternates Team may have up to 2 alternates in the event of a member having technical difficulties. Alternates who join a team may NOT compete on another team during the competition across all heats. Alternate must come on the same class and discipline as the member they are replacing. Stream This is a live event and as such one team member must stream the teams progress during the competition. A stream is not required for qualification. Acceptable streaming platforms are Twitch, Mixer and Youtube Live. The stream must contain game sounds and the starparse “Personal Stats” overlay clearly visible. Players Requirements: Players may qualify on as many teams as they wish but may only compete on one team on May 4th. Players must run starparse during qualification and competition. http://ixparse.com/ Code of Conduct Players are expected to follow the same CoC as is required by Bioware to play the game. This includes team names and pictures and how players interact with other competitors. Failure to do so will result in team disqualification. ======================================================================================== Qualification: Qualification will be used to judge player interested and group teams into heats by operation clear time. NOTE: Time will be the only factor for heat grouping. Time will NOT be the only factor during competition. <team name> is your teams name, and no you can not name your team <team name> Entries must be a zip file emailed to OC with the file name <team name>_URC_##.zip ## is your attempt number. Your first attempt would be 01. If you wish to submit multiple attempts, I will use the highest attempt number received. [*]The zip file MUST contain: A text file named: <team name>_info.txt Contents described below [*]The unedited combat(s) log of all 8 members of the entire run. If a player DC’s and multiple logs are created, then all logs need to be submitted. [*]A screenshot of starparse for each operation boss. <team name>_<boss name>.png [*]A 1024x768 team picture in PNG format named <team name>_team_pic.png This will be used to when talking about your team If you do not submit a team screen shot I will have to use a blank space If the file is not the right format I won’t use it If the image is not the right size I will resize it to 1024 x 768 even if that means the screen shot looks bad. I am considering some kind of fashion contest during during the competition. If this happens, your photo will be what I use. ======================================================================================== Competition Scoring Kill time will be rounded up to nearest second and point will be rounded down to nearest whole number. In the unlikely event that a Score calculation would result in a negative number it will instead be set to zero. (DT stands for damage taken) Malaphar Time Score = (100 * (team time - (base time + offset time) ) ) / (offset time) *(-1) DT Score = (20 * (team DT - (base DT * 3) ) ) / (base DT * 2) *(-1) Death Score = 20 - 10 * # deaths[/indent] [*]Sword Squadron Time Score = (100 * (team time - (base time + offset time) ) ) / (offset time) *(-1) DT Score = (20 * (team DT - (base DT * 3) ) ) / (base DT * 2) *(-1) Death Score = 20 - 10 * # deaths [*]The Underlurker Time Score = (100 * (team time - (base time + offset time) ) ) / (offset time) *(-1) DT Score = (20 * (team DT - (base DT * 3) ) ) / (base DT * 2) *(-1) Death Score = 20 - 10 * # deaths [*]Revanite Commanders Time Score = (100 * (team time - (base time + offset time) ) ) / (offset time) *(-1) DT Score = (20 * (team DT - (base DT * 3) ) ) / (base DT * 2) *(-1) Death Score = 20 - 10 * # deaths [*]Revan Time Score = (100 * (team time - (base time + offset time) ) ) / (offset time) *(-1) DT Score = (20 * (team DT - (base DT * 3) ) ) / (base DT * 2) *(-1) Death Score = 20 - 10 * # deaths [*]Operation Time Time Score = (300 * (team time - (base time + offset time) ) ) / (offset time) *(-1) [*]Team class diversity 8 unique classes - 200 7 unique classes - 150 6 unique classes - 100 5 unique classes - 50 4 or less unique classes - 0 Special Rulings: It is possible to kill the Core and remain in combat. The only way to exit combat is stealth out or die. To counter this bug, deaths that occur within 5 sec of the end of combat will not count against a team’s death score. ======================================================================================== Scoring Explanation Maximum points for Time Score 100 per boss (500 total) 300 for the entire operation (Time I say go to when your team kills core) Maximum points for Damage Taken Score (DT) 20 per boss (100 total) Maximum Death Score 20 per boss (100 total) Maximum Team Class Diversity score 200 Time points possible 800 Objective points possible 400 Total points possible 1200 The math above for Time score and DT score is a remapping of one range of values to another. For Time Score, the thing to understand is that the team with the fasted kill per boss or the operation as a whole will get the maximum points in that category. The other teams will receive points relative to that kill time. That is where the offset time comes in. As long as a team kills a boss within the offset time they will receive point in the given category. The greater the offset the less a team is penalized for being slower than the fastest team. Current considerations for time offset are 30s and 60s for individual bosses and 150s and 300s for operation time. Qualification entries will help make the final determination. The scaling is very similar for damage taken. Damage Taken score is currently working with a 3x offset. This means a team will receive points as long as they take less than 3x the damage taken by the team that takes the least amount of damage. ======================================================================================== Notes Changes With the exception of competition breaking issues, no changes to scoring or rules will happen during this event. Feedback could lead to changes in future events. Entrance Trash Trash leading upto the first boss will not be considered for qualification or competition. On the day of competition, teams are highly encouraged to show up early and clear out these monsters. The expectation is when the whistle is blown, you are pulling the first boss. That being said, the competition will not wait for a team to begin. Adds Count Individual boss times will be from when combat start until all raid team member are out of combat. Trash and Boss Wipes Damage taken and deaths to trash have no affect on score. Only time spent, damage taken and deaths occurred during successful boss kills will affect individual boss scores. ======================================================================================== Strategy Decisions Scaled Points Most of the points are scaled. The top of the scale is based on the teams competing. The bottom of the scale is based on the top teams performance. It is possible for the top performing team in a category to shut out all other teams. Hopefully the scales will be balanced in such a way that the top team would have to be truly exceptional to lock another team out or vise versa, a team would have to be very careless or make a sizeable error to receive a score of 0. Damage Taken Example: The team that takes the least amount of damage in a particular boss fight will receive the full point total for that fight, 20 points. All other teams will receive points based on the damage they took compared to the lead team. If team A was able to kill a boss while only taking 100 damage and team B took 200 damage, then A would receive 20 points while B would only receive 10. Death Score Only deaths that occur during a boss kill count against your death score, but all deaths count. If the boss summons adds and you kill the boss but the adds are still alive and you /stuck to end combat, those deaths count against you. The only exception is the one listed for Revan above. Wipes Wipes only cost you total time, if a pull is going badly maybe the answer is to /stuck and try again. ======================================================================================== Prizes Operation Challenge has reached out to Bioware for assistance in prizes. We have yet to receive a response. We will keep you updated. Contact Email: swtor.operation.challenge@gmail.com Discord: https://discord.gg/ze3FZbg ======================================================================================== Example of <team name>_info.txt Server: <server name> Captain: <name> Streamer: <name> Link: <url to stream> Tank 1: <name> <class> <discipline> Tank 2: <name> <class> <discipline> Heal 1: <name> <class> <discipline> Heal 2: <name> <class> <discipline> DPS 1: <name> <class> <discipline> DPS 2: <name> <class> <discipline> DPS 3: <name> <class> <discipline> DPS 4: <name> <class> <discipline>
  20. Cost: 120 million credits. Faction: Imperial Time: TBD If you are interested in buying this run or others pm me. https://docs.google.com/forms/d/1LDr3u8MGhavHJzsA_KSlllefBvTAiOuIC_n3SDKk4u8 (16m Revan is not listed as it takes special coordination)
  21. The new conquest system is bad. It feels like Bioware doesn't understand their own game. Legacy based objectives limit alt participation. Who plays SWTOR on only 1 character? Wins only for PvP? So no incentive for participation. You claim to make the leaderboard changes to increase competition. New system allows all guilds who make the threshold to get the majority of the rewards. Can we please get a Conquest sub thread on the forum finally? GSF has it's own thread and conquest has a significantly larger percentage of the player base.
  22. With this revamp to conquest can we also get a forum thread dedicated to conquest? PvP, Classes, Story and even GSF have their own threads, isn't about time Conquest did as well?
  23. TL:DR -- What is dev team thoughts on NiM? Has the dev team considered what this means for NiM Operations? Is there "target dps" number still enough to make all classes all disciplines viable for NiM Ops? If the dps on my NiM raid team consists of 1 lightning sorc, 1 arsenal merc, 1 marksman sniper and 1 virulence sniper, assuming they all can achieve the target dps, will my team still be able to clear all the content? I have this feeling that the true answer is no. Respectfully that feels like a failure on dev team. Shouldn't all classes be capable of doing all content? Shouldn't the only thing that limits a player be their skill level? I am not an idiot, I understand that there will always classes that are better suited for a particular piece of content over another class. I just to know if someone has done the math. Almost every boss has some kind of enrage that comes at a specific time. If you add up all the damage that must be done and divide it by the time, is that less than 5% below the target dps number? Honestly it needs to be about 1k below target dps -5% because the mechanics of the fight will reduce damage. The honest truth is that all content that is HM Ops and below is doable by all classes. Some classes have an easier time at it than others but it's still do able. The single target with mechanics dps check for HM feels like 6k while NiM feel more like 8k. HM Styrak is the exception with a 7.2k check assuming you have 1 of the tanks swap to dps. 52 NiM Bosses, 26 8m and 26 16m, has the team gone through all of the fights to ensure that the requirements for the fight can be met?
  24. Could it be that conquest will finally get it's own sub forum? It's not like it's an activity that all players participate in regardless of level and it spans nearly every facet of the game. Fun fact: GSF often is touted as the most neglected part of the game, and even they have their own sub forum.
  25. I just opened 2 hypercrates, that's right 52 packs, and I am very disappointed. TL;DR -- I fell I wasted my money, and pack opening UI is annoying. I don't want my money back. I gambled and lost. The system is RNG and that means it is going to suck sometimes. I got ZERO platinum items, about 8 gold and rest silver. One of my golds wasn't even from this set, it was a jukebox from another set. For golds, I got 1 volatile weapon tuning, 1 part of the gifted shadow's armor set, and both of the gold mounts. The other 3 golds were decorations. I used to hate when hypercrates seemed like nothing but color crystals, I still got a decent number of those but now got 6 Olive Green and Tan Dye modules. So awesome. Three new armor sets that some are excited about and I got a complete distinguished warden, only 1 part of the the gifted shadow and ZERO parts of the tythian disciple. I remember in the past if I bought a couple of crates in the past I would end up with most of the armor. So when I bought 2 crates, I kind of expected the same thing. Of the 9 parts in this set I got 4. I get it, it's an RNG system, which means someone has to lose, but you asked for feed back. The last few packs had not felt worth the money. I read the changes and thought that seems better. After opening 2 hypercrates, I am still disappointed in the pack system. As an additional assessment: I mentioned above that I hadn't really bought packs in awhile. This was about the time as the new pack opening experience was going on. So I had not really used it until now. I would prefer to see consistency in the places where items show up. What I mean by this is, with this newest pack there are 5 items that you get. I spent most of the packs going, and which of these belongs to the new set? Especially since the decorations and dye aren't advertised. I have to guess which category everything belongs too. The number of times I got nothing but deco's and asked myself wheres the new item? I would rather see center is always new pack item, 1 left of center is silver or better item, 1 right of center is random item, 2 left of center is jawa junk, 2 right of center is companion gift. Or something something along those lines.
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