Jump to content

atsoul

Members
  • Posts

    34
  • Joined

Everything posted by atsoul

  1. Is it possible for the devs to start putting dev. notes on changes, if not, at least important changes in the patch notes? Is it possible to post the WHY and not just the what of changes in the patch notes? ANet and Zenimax do so and you get way better feedback than if you were just to throw out a PTS and update. When it comes specifically to class changes, a WHY is greatly appreciated. Even if it's a nerf, at least the playerbase would understand the decisions. Hopefully this request isn't too daunting of a task to do or try, I mean is it too much to ask for?
  2. Its a CPU thing. Game is CPU intensive, try running it Fullscreen not Fullscreen(Borderless)/Windowed. That helps alleviate some fps issues.
  3. This section is for those interested in the way it works Here are the codes to figure out which combination of enhancements to achieve the accuracy/alacrity combination is right for you. This is to be used with Gear: iLvL 306 by Adu, Smarty & advieser If you would like to test it or edit to find out a specific combination number, first you need to head on over to CodeChef and change the IDE to JAVA. Select all and then paste the following code below then run it to get the output. Gear Sum import java.util.*; class GearSum { static void sum_up_recursive(ArrayList<Integer> numbers, int target, ArrayList<Integer> partial, Set<ArrayList<Integer>> resultSet) { int s = 0; for (int x: partial) { s += x; } if (s == target) { // Deduplication of results Collections.sort(partial); resultSet.add(partial); } if (s >= target) { return; } for (int i = 0; i < numbers.size(); i++) { int n = numbers.get(i); ArrayList<Integer> partial_rec = new ArrayList<>(partial); partial_rec.add(n); sum_up_recursive(numbers, target, partial_rec, resultSet); } } static void sum_up(ArrayList<Integer> numbers, int target) { final Set<ArrayList<Integer>> resultSet = new HashSet<>(); sum_up_recursive(numbers, target, new ArrayList<>(), resultSet); for (ArrayList<Integer> result : resultSet) { System.out.println("sum("+Arrays.toString(result.toArray())+")="+target); } } public static void main(String args[]) { Integer[] numbers = {431, 431, 429, 427, 424, 422, 420, 418, 416, 414, 412, 409, 407, 405, 403, 401, 398, 396, 394, 392, 389, 409, 347, 347, 344, 344, 342, 342, 339, 342, 344, 347, 349, 352, 354, 357, 359, 361, 364, 364, 364, 364, 431, 451, 449, 447, 445, 443, 441, 439, 437, 435, 433, 431, 429, 427, 424, 422, 420, 418, 416, 414, 412, 108}; Scanner input = new Scanner(System.in); System.out.print("Target Number: "); int intTarget; intTarget = input.nextInt(); int target = intTarget; sum_up(new ArrayList<>(Arrays.asList(numbers)),target); } } Code goes by recursion and therefore output can show duplicates. The code is messy but it gets the job done, if you'd like to edit and clean it up be my guest! I also gave out raw codes for those that don't have an IDE and want to know how it works. Might update code to actually show mod along with the numbers. Stay tuned.
  4. Gear: iLvL 306 by Adu, Smarty & advieser Acc/Alac Output _________________________________________ How to use: -Open the gear guide by Adu, Smarty, and advieser -Open the DPS Enhancement tab -Use in conjunction with the outputs to look up which tertiary stat belongs to what mod -CTRL + F to find your combo for ease of use For example in the Accuracy output "431" belongs to either Superior Initiative Enhancement 80 / Initiative Superior Enhancement 80R-1 / Proficient Superior Enhancement 80 / Proficient Superior Enhancement 80R-11 "424" belongs to either Initiative Superior Enhancement 80R-4 / Proficient Superior Enhancement 80R-4 "396" is Initiative Superior Enhancement 80R-17 "339" is Studious Superior Enhancement 80R-7 _________________________________________ *I realize there are other guides out there that shows you the BiS enhancements to reach most crit while reaching threshold, but this is for those that can't get their hands on the BiS enhancement and want to reach the thresholds with what they already have. This is also for those that doesn't necessarily want crit-focused enhancements while reaching thresholds. This is generally just to show what you can combine to reach the thresholds. **Was pointed out to me that it doesn't account for multiple's of 3x combinations, for example [424, 392, 392, 392] are also possible combinations*** **EDIT: NOW, it literally shows all possible combinations, even multiple of upwards 3x of the same mod
  5. There's generally 4 types of dps parsing: Theoretical DPS The first two types are what a lot of guides are about and that's theoretical parsing in which they use the WZ or Operation training dummies to parse their dps. It's theoretical because you have 100% uptime on your offense and no need for DCD's Realistic DPS These are dps which are not so easily quantifiable and can always have differing results per person, class, spec, etc.. And these are dps parsing on actual players in a live PvP match or parsing in an Operation. It's called realistic dps because this is the real damage you'll do considering boss mechanics, player DCD's, dps downtime, etc.. There's still really one "formula" for dps parsing, just different types. Just as an example there are those that consider lethality ops to beat fury Marauder's even though Marauder's are a higher parsing class because you can't maintain 100% uptime on your opponent
  6. Yup, I too have a gripe with Mara DCD's and why isn't it simple enough to either resize abilities, recolor, or better yet redo just some class abilities that have impact on gameplay? There's really only select classes and specific abilities that need a rework in graphics, you don't have to redo every single ability, just the hard offenders and such.
  7. I mean it's just so hard to see some abilities mixed in together, for example Sith Marauder, saber ward + gravity vortex effect. How the heck are you supposed to notice that little red bubble inside a bigger red bubble, unless you really train your eye for it? I'm suggesting just like the jugg's shield icon on their DCD or something similar is placed in Marauder's as well, it doesnt have to be a flashy effect, even just some icon will do it You'd be hard pressed to believe SWTOR is one of the least flashiest MMO's out there
  8. Are there any talks about visual updates? Specifically for abilities? As a PvP'er these have serious implications and would like to know if there are/were ever any mentions to some classes having their abilities redone for better visibility. It's not easy nor is it fair that abilities like enraged defense or even gravity vortex effects are hard to get a visual cue on and sometimes have to rely on looking for the buff icon instead of the player, when it's combined with other similar looking/colored abilities. These serve as hindrances playing against and it's not fun to have to keep an eye on buffs rather than having the fluid gameplay served by the graphics. Classes like mercs have very visible cues and players are able to respond accordingly, at least have it distinct enough to be instantly able to tell when an ability gets activated
  9. So unfortunately I found out you can't post pictures in forums after writing the whole guide out, would've been nice if I figured that out ahead of time hahaha but here's a google doc link to the guide for those interested in maximizing functionality of their gameplay. Autlos' Intermediate to Advanced UI Guide
×
×
  • Create New...