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Ruchalus

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Posts posted by Ruchalus

  1. This has been an off and on again project for the past 8 years, it's finally complete and now I have my Jedi Temple Guard Pike! I'm working on finding a photographer for better pictures and videos where I can share better pictures and more information at a later date. This is just a teaser ;)

    On a side note, why isn't there a Temple Guardian Pike in SWTOR? We have the outfit but no saber to go with it T_T

    Temple Guard Pike Preview.jpg

    • Like 2
  2. At level 39, tank Shadows/Assassins get the ability to augment their Kinetic Ward/Dark Ward for effects when all stacks are drained. This particular bug affects Twilight Ward, which grants a stack of Force Potency/Recklessness when all Kinetic Ward/Dark Ward Stacks are consumed. If all ward stacks are consumed and you get the Force Potency/Recklessness buff, it's not counted as a charge of the ability. Rather it's a passive buff that last for 20 seconds that is not consumed upon using a Force ability. This can allow a tank to have +60% critical hit chance on all force abilities for 20 seconds, and with enough attacks being shielded this can be reset to last even longer.

    This stack can be consumed if they gain the charge from consuming wards, use their Force Potency/Recklessness ability, and they'll have 3 charges instead of 2 as intended. This is so skank tanks can get 3 stacks of Potent Defense/Reckless Defense.

  3. 43 minutes ago, JackieKo said:

    Hi everyone,

    Okay! I'm going to be updating my OP with the following info:

     

    • A 50% Collection Unlock sale will be running from December 20 - January 9, 2024.
    • The Life Day daily unique items are still being run daily, however, players can see other items (including the Wampa Companion, snow globes, and festive weapon tuning) on the Popular tab for a more comprehensive list of other Life Day, festive, and winter themed items that are on sale. These sales will run from today until December 20th.

    Appreciate the feedback and thanks for your patience!

    I dont see the wampa companion :c

  4. 1 hour ago, JackieKo said:

    Hi everyone, 

    Just wanted to say that I see your comments and I'm taking them back to the team to have more conversations about the Collection Unlock sale. So hang tight! I'll pop back in here when I have an update for you all. 

    Please don't forget to mention the snowglobes and other Life Day stuff such as the wampa companion, snow weapon tuning, and other things!

  5. Man, I was ready to drop a good chunk of change on Life Day. I wanted to get the outfit, wampa companion, snow weapon tuning, and this year's Snowglobes. Unfortunately, most of these aren't being offered whatsoever. I can understand the lack of new snowglobes due to the change in devs, but at least sell all the old ones if you can't sell new ones. This is very disappointing and I was also looking forward to the yearly collection unlock discount.

    • Like 1
  6. 7 minutes ago, krackcommando said:

    just kinda adding onto the idea of reducing the radius of the zone...

    you cannot actually afk if you're getting killed b/c you timeout in spawn pretty quickly (30s?). I don't know that most of the AFKers are actually afk though. I doubt they are. but that is a pretty simple solution to the issue of actual AFKs.

    however, I should point out that when I defend (defended b/c it's been years) in stealth, I would actually stand far off the node. and when I see stealth guards (or anyone other than a sorc or PT) standing near the node to guard, I just shake my head. you deserve to get sap capped. so this strat to eliminate actual AFKers does hurt legit strats for guarding  nodes.

    that's a good point because I also stealth guard

  7. You know how you get points for staying near objectives and guarding them? This area needs to be reduced, it's too big at the moment and it only encourages those who afk to just hide in a corner and use the /sit emote while racking up a bunch of objective points for doing literally nothing. If an enemy comes, they don't do anything because they're afk. At least if the zones are smaller, they're going to have to afk in an area where they'll likely get killed. Though they'll probably remain AFK regardless if the invader is smart enough to realize they're AFK and just take the objective uncontested, then kill the AFK.

    Something really needs to be done about these afkers in PvP, they're parasitic cowards. They could at least try.

    • Haha 1
  8. These two tactical proposals are just old abilities I thought were fun that could be reintroduced as tacticals.

    One option could be called the "Avenger" Tactical or the "Avenging Grip" tactical. This would be for Kinetic Combat Shadows/Darkness Assassins where single target Force/Tech attacks have 100% of their damage reflected but the Shadow/Assassin still takes damage from them. This was a fun one in specific scenarios back in 6.0 and I'd like to see it again.

    "Niman Disciple" would do two things: It would grant the shadow/assassin 2 stacks of Force Slow and after using Force Pull, Shadow Strike/Maul would become empowered as if by proccing it with another melee attack and critically hit. This is to mimic the "Draw Closer" maneuver seen used by Niman lightsaber form practitioners. Just some slightly better CC power with Force Slow and a bit more damage squeezed in with an empowered Shadow Strike/Maul after Force Pull.

  9. I think some minor changes of Battle Readniess's/Overcharge Saber's healing mechanic should be made for the tank spec. Simply put, instead of healing 15% and maybe another 11% through proccing Combat Technique's/Dark Charge's 50% chance to deal extra internal damage, and instead remove the chance to heal by proccing Combat Technique/Dark Charge and instead restore 30% Maximum Hit Points.

    Tank Shadows/Assassins get the least use of the healing from the technique's proc, it's also much lower than the DPS versions of it. The DoT spec gets 50% increased healing from their abilities, Burst Spec deals 100% more damage with their Technique/Charge, and both of them get better healing power out of it as they have more power and mastery than the tanks.

    A DPS Shadow using Battle Readiness/Overcharge Saber can heal around 1.5% of their HP for every time they proc their technique/charge. Let's assume an average of 11 times they proc it per use of Battle Readiness/Overcharge Saber, they can heal an additional 16.5% of their max HP on top of the 15%, 31.5% max HP restored total

    Meanwhile, the tanks have less power/mastery and they can only heal around 1% of their max HP per proc of Battle Readiness/Overcharge Saber. Assuming they procced it an average of 11 times, they'll heal around 11% of their max HP on top of the 15%, 26% max HP restored total. Though this assumes they only use lightsaber attacks to proc Combat Technique/Dark Charge, this is unviable in late game PvE and PvP. They use a mixture of Force and Weapon attacks, the former of which are needed to maintain their defensive bonuses. By having Battle Readiness/Overcharge Saber heal 30%, they can get a much better self heal and have around the same effectiveness of Battle Readiness/Overcharge Saber that the DPS Shadows/Assassins have.

    This heal could go one of two ways, either an instant 30% max HP restored or 30% restored over 6 seconds (5% HP restored per second). Shadows have always had the weakest self heals with self heal options being removed pre 3.0, then the Force Cloak heals being removed, etc. Given that they have strong and specific DCDs and the ability to cloak out, too many self heals would make them OP. Though I don't think a 30% heal once every 2 minutes is unreasonable, just look at Vanguard/Powertech tanks. They can restore that much HP once every minute on top of getting bonus damage reduction. Guardians/Juggernauts can go from 0 to full with Focused Defense/Enraged Defense once every 2 minutes. Give Kinetic Combat Shadows/Darkness Assassins a 30% heal with Battle Readiness/Overcharge Saber.

  10. On 10/27/2023 at 9:52 AM, JoeStramaglia said:

     

    Minimum Price

    Marginal Rate

    Cumulative Fee

    Effective Rate

    0

    6%

    0

    6%

    1,000,000

    8%

    60,000

    6%

    10,000,000

    10%

    780,000

    7.80%

    100,000,000

    12%

    9,780,000

    9.78%

    500,000,000

    14%

    57,780,000

    11.56%

    1,000,000,000

    16%

    127,780,000

    12.78%

    3,000,000,000

    16%

    447,780,000

    14.95%

     

    I was talking to a programmer friend for help understanding this math and we've discovered a flaw, the in-game calculations are off. He described it as: "Floating Point Rounding issues: Large numbers cause math problems"

    Something about the limits of binary and using tricks to calculate above a certain number and that it would be better to set the cap to 2 billion and use integers.

    Here's the fees I get when I enter an item at the listed prices:

    • 1,000,000 --- 60,000 fee
    • 10,000,000 --- 780,000 fee
    • 100,000,000 --- 9,760,000 fee (off by 20k)
    • 500,000,000 --- 57,540,000 fee (off by 40k)
    • 1,000,000,000 --- 125,320,000 fee (off by 2,460,000)
    • 3,000,000,000 --- 433,099,984 fee (off by 14,680,016)

    The math coded into the GTN to calculate fees is off, likely due to the Floating Point Rounding issue mentioned earlier. This stuff is above my paygrade and I can still barely understand it after my friend explained it to me, but it's something the programmers should look into.

     

    • Like 1
    • Thanks 1
  11. 17 hours ago, Ruchalus said:

    Alright so one thing is really confusing me with the bulk purchases.

    Let's say someone is looking to buy 500 Red Power Crystals for crafting

    There are 3 different sellers at the various prices

    • Seller #1 has 400 crystals available at 1,000 credits each
    • Seller #2 has 300 crystals available at 2,000 credits each
    • Seller #3 has 800 crystals available at 10,000 credits each

    Buy purchases 500 crystals, Seller #1 sells out and Seller 2 now has 200 crystals at 2,000 credits each. What confuses me is that I tried buying like this on the PTS and I got refunded some credits. I think this has something to do with a new feature that was stated:

    If you overpay due to a new lower price, you will be refunded.

    So does this mean Seller #2 is being forced to sell crystals at 1,000 credits each to match Seller #1's prices for the sake of the buyer? Are these credits coming from thin air? I can't tell what exactly I'm being "refunded" for and this particular change is extremely convoluted.

    Figured it out. So in the previously mentioned example, because the buyer needed more crystals than Seller 1 had, the entire price per unit would use seller's 2 price. The purchase would cost 1,000,000 credits for the 500 crystals at seller 2's prices. Because there were 400 cheaper crystals, the GTN refunds the difference. The buyer would be refunded 400,000 to account for seller 1's 400 crystals at 1,000 credits.

    • Like 1
  12. Alright so one thing is really confusing me with the bulk purchases.

    Let's say someone is looking to buy 500 Red Power Crystals for crafting

    There are 3 different sellers at the various prices

    • Seller #1 has 400 crystals available at 1,000 credits each
    • Seller #2 has 300 crystals available at 2,000 credits each
    • Seller #3 has 800 crystals available at 10,000 credits each

    Buy purchases 500 crystals, Seller #1 sells out and Seller 2 now has 200 crystals at 2,000 credits each. What confuses me is that I tried buying like this on the PTS and I got refunded some credits. I think this has something to do with a new feature that was stated:

    If you overpay due to a new lower price, you will be refunded.

    So does this mean Seller #2 is being forced to sell crystals at 1,000 credits each to match Seller #1's prices for the sake of the buyer? Are these credits coming from thin air? I can't tell what exactly I'm being "refunded" for and this particular change is extremely convoluted.

    • Thanks 2
  13. With the 7.4 stream we saw some great additions to how material can be displayed with the Specularity options. Though this can make the differences of old content from 2011 versus 2023 content a lot more stark. Honestly I think a lot of the older textures, maybe content from before KOTFE and KOTET, could use texture upgrades. Granted since EA still funds this game, they may not be likely to do so, as what do they get out of it aside from having to pay people money for updating the game that doesn't involve the Cartel Market? It would certainly be a large effort but with the current dev team, the work would need to be outsourced.

    Do you all think SWTOR could use a texture update?

    • Like 1
  14. I love the item rating increases, I love having better stats as a min/maxer myself. The dyes look amazing but this has me concerned with the ever widening gap of new high res textures vs 2012 lower res textures. At some point, a texture update will be necessary to avoid the stark contrast of old and new content.

  15. As it stands right now, the Preserver's Package restores 1% of your maximum HP every 10 seconds. To go from 1% HP to 100%, you would need to wait 16 minutes and 30 seconds.

    Meanwhile the package that's actually useful for solo healing is the Second Wind Package. This package will restore 20% of your max HP and increase movement speed by 75% for 8 seconds after defeating an enemy. These effects can only be activated once every 8 seconds. So assuming you can use this on time, you can restore 100% of your HP in 40 seconds.

    40 seconds vs 16.5 minutes

    Obviously Second Wind is more powerful because you have to put effort into defeating an enemy to gain the effects. Meanwhile Preserver's is just purely passive. Here's my proposal

    Have the Preserver's Package restore 1.5% maximum HP every second. This can allow you to go from 1% HP to 100% in about 66 seconds. This is far more reasonable in my opinion and should still take longer to go to full when compared to Second Wind as this is an automatic passive effect.

    Though for balance reasons, I would say that receiving healing from any other source should deactivate the package's effect for 8 seconds. This would include self heals and any other heals from any sources (players or environment). Using a Heal Over Time ability would constantly refresh the timer to help make sure this doesn't stack with Heals Over Time.

    What do you all think of these ideas?

  16. 1 hour ago, Ominovin said:

    Stacking percentage buffs can get out of control in a game like this, so the 'additive' approach makes a lot of sense:  It just happens to work out really badly in this particular case...

    My (non-tank) '336 Green Heavy Armor' characters have a 11,132 armor rating, so +10% would be a bigger increase but still leaves them a couple thousand points below the assassin/shadow tank (12,245 with implant vs 14,910 base / 15,506 with implant).

    I think it's an easy fix, +3% damage when standing still and +3% damage reduction while moving. Just ignore the armor rating entirely and add flat DR.

  17. 1 hour ago, Ominovin said:

    I'm guessing the actual issue here is that your ACTUAL ARMOR RATING is only 5,964 in full 336 'light' armor:  You get a +150% boost from your tanking stance/charge, but additional percentage boosts appear to be additive rather then multiplicative:

    5,964 * (250% + 10% = 260%) = 15,506.4

    It would seem Shadows and Assassin tanks probably shouldn't use this Implant...

    the math checks out, it's really dumb how it doesn't factor in Tank's increased armor rating.

  18. Here's what the implant says:

    "Increases damage dealt by 3% while not moving or increases armor rating by 10% while moving."

    I'm using my Kinetic Combat Shadow for these numbers in 336 item rating gear.

    While not moving I have an Armor Rating of 14,910 with a Damage Reduction of 41.78%.

    While moving I have an Armor Rating of 15,506 with a Damage Reduction of 42.64%.

    Using a percentage calculator online, this would make 15,506 around 104% (103.99731723675% to be precise) the value of 14,910. This adds a total of 4% armor rating while moving which is 6% less than the 10% stated in the item information. It should bump up the armor rating to 16,401. Anyone know why this implant doesn't provide the proper armor rating value? I want to guess that this has to do with stat number soft caps for various classes and how they'll scale differently.

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