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Alteration

Member Since 13 Feb 2014
Offline Last Active Dec 10 2020 04:28

#915670 Respeccing Revamped

Posted by Alteration on 16 January 2015 - 15:17

Should make the talent descriptions clearer.

 

Talents that increase damage comes in 2 categories

1. Increases X talent by 10/20/30% of spell dps = adds 10/20/30% spell dps to the talent (200% dps + 10/20/30%)

2. Increases Y talent by 10/20% damage = adds 10/20/30% of the base damage of the talent by 10/20/30% (200% dps + 20/40/60%)

 

So for detonate for example, it deals 125% damage, and has +15/30/45% of damage increase, and has +3/6/9% of damage increase -> fully maxed, it deals 125% x (100 + 45 + 9)% = 125% x 154% = 192.5% of spell dps

 

Same goes for ignite, it deals 250% x 150% = 375% of spell dps

 

While blizzard deals 50% + 50% = 100% of spell dps

 

 

 

 

Should just standardize, and pick 1 way to describe.  Especially since even the person who type out the talent description is confused himself, and describing talents one way when meaning another.  


 

 

 

Regarding the blizzard thing before sd, it used to describe chilling as increasing blizzard dps by 20/40% of spell dps, so people thought it meant +20/40%, but it was doing +10/20%, which is +20/40% of the damage not spell dps.  It wasn't a matter of reading it carefully, but it was incorrectly described.  




#915619 Lots of bugs with ranger talents and damage values

Posted by Alteration on 16 January 2015 - 10:27

dps x skill damage value x .7 pvp damage reduction x armor damage reduction....

 

Envenom is correct, just put armor at 1 (ignores armor), so

dps x 0.84 (upgraded envenom) x 0.7 (pvp damage reduction) = damage / tic

Then checked with my dps with ignite/incinerate to check if the damage calc is same as it was months ago when I last checked...

 

With that as basis, did some MINOR tests with blood fang, black fang, blazing arrow, and especially storm all interacts weirdly with damage reduction.  (MINOR because I just noticed something is wrong with the damage values, so I checked if they were wrong or just my imagination.  How they are wrong and exactly what is wrong should be HCS' job so...)

 

Anyways,

 

blood fang vs maxed redemption (should be additional 25% reduction when red is active, only applies 18% damage reduction)

 

blood fang vs maxed benediction (should be additional 30% reduction when inside bene, only applies 28.5% damage reduction)

 

tornado with 1360 dps, vs 37% armor should do around 1.5k damage

(1360 x 2.5 x 0.7 x .63) = 1499.5

but it hit for over 3.8k damage,... around 2.5x the damage... so something weird is going on with the damage values there, or it IGNORES DEFENSE AND the 30% PVP REDUCTION. 

 

Eagle eye only does -4% armor, not -15%.

 

Aside from these, all ranger's skills aside from envenom deals more damage than it should, spectral barrage, auto attacks, black/blood fang, tornado, blazing arrow, etc by around 11-12% of stated values.  *might be the eagle eye, which only shows -4% armor but actually reduces the full 15%, didn't think to check*




#914852 Change Ascended Bow "Marksman's Sight" set bonus

Posted by Alteration on 12 January 2015 - 15:14

seriously wish theyd add a function to see your total dps/healing/damage taken, breakdown of damage by type, etc etc in the game T_T

 

but i'd settle for a simple damage counter just to see:

1. who is not pulling their weight in dungeons

2. how to make your rotation more effective

3. compare builds

4. compare classes with an objective eye (instead of mages op mages op mages op)

 

 

 

well, maybe in uh, 47 this year, 48 next year, 50 in 2017, guilds in 2018, ah in 2019, countless other things 2020-2024,... so maybe in 2025 :P




#913806 Who's In group

Posted by Alteration on 06 January 2015 - 13:22

Nice suggestion. If this is implemented, there will be no more awkward moments!
No more tank/healer saying,"Im lagging too much now, find another to replace me. Sorry guys"!
No more logging out for 5 minutes or more and hoping you got kicked already when you log in!
Wahahaha!

No more, somebody joins, then quits party within 5 secs with everyone going wtf what happened because the guy never said anything.  

 

Or tank/healer going brb, gonna make a sandwich, then doesn't return after 30 minutes.  After party breaks up, you see him going "tank/healer LFG RG/BT" in world chat.

 

Or tank/healer/dps disconnecting, then you go to another server to look for replacement and see him there. 

 

Or party needs a dps, then you go I have a friend. Then guy comes, leaves cuz he won't run with XXX. Then the tank goes what, can't believe you invited him, then leaves too. 

 

 

 

Ahahaha, seems that while the community is generally quite friendly, there are many personal animosities going on XD


  • Ant likes this


#913071 MAGE NERF

Posted by Alteration on 01 January 2015 - 09:45

They can damage a lot? Have you never played other dps classes at all? Other dps classes can dps a lot. Mages don't. Mages just have a high burst, but all other classes outdamage them. Survive the burst/prevent the burst/get 1 lucky evade on the burst... mage is dead). Which means that gear is a lot more effective on other classes. When everyone is geared, it will be harder to burst someone down from full hp, giving all other classes the time and opportunity to pound on the mage.  You're comparing low level and ungeared mage fights, and of course that takes no skill, because your base talents allow you to burst someone down from full without chance to fight back. But when other classes get geared and you are unable to burst them, you'll find that mages are not OP at all.
 
For pure classes at least

Mages - 3 second stun, 5 second silence, 6 second snare, 12 sec slow (costs at least 8 talent points to max duration on the ccs)

Prophet - 2 second stun, 3 second silence, 3 second snare, NO SLOW (costs 1 (ONE) talent point)

Ranger - 2 second stun, 3 second silence, 6 second snare, 3 sec slow (costs 3 (THREE) talent points)

Sin - 2 second stun, 5.5 second silence, 3 second snare, 6 sec slow (costs 6 (SIX) talent points, with a built in teleport included)

Warrior - 3 second stun, 4.5 second silence, 6 second snare, 8 sec slow (costs 8 talent points, with a built in charge)

Templar - 3 second stun, 3 second silence, 3 second snare, NO SLOW (costs 2 (TWO) talent points)

 

So mages need to spend a lot more talent points, but aside from their slow, it's not like they are the only class that has longest duration disables.  Other classes only spend a few points to get their disables maxed.

 

Boiling blood is an OP dot... emphasis on the "AN". meaning 1 dot. meaning it can almost always be removed with serenity. Rangers have 2-3 dots, and you can't even remove some of the assassin dots at all.  Not to mention it has a long-as-shit casting time, for PvP.  Other classes will already be on top of you by the time it finishes, at which point you die.  And it costs 4 talent points. After taking talent point costs into consideration, it is actually quite expensive and silly, considering it can easily be removed.  Not to mention the long duration, envenom works better since it does it's damage really quick, making it harder to be removed. 

 

And sorcery can benefit into healing.  Too bad healing is not based on sorcery only.  Healing values are roughly 16% sorcery, 16% essence, 16% gear, 50% talents.  And a pvp mage has no healing talents.  The only "heal" you actually can rely on in pvp is cauterize, and even then, it heals only a fraction of a prophet's heal.  

 

And why are you even saying that an ungeared, low level mage can win against a higher geared person? That much is obvious. It is possible for anyone to win against anyone. With enough skill and depending on circumstances. Besides, the buff you get against higher level players is quite decent. A low level with the buff is already as strong in stats as a max level that is only half geared .




#912858 MAGE NERF

Posted by Alteration on 30 December 2014 - 20:56

yeha but it's true... mages are one of the most op classes in pvp- if not, the most op.

 

if you truly know how to play a mage, you will dominate pvp. it'd be like an elephant rampaging through ants. just total murder and the other people won't be able to do sh*t.

if you truly know how to play your class, you will dominate mages in pvp. just cuz they're easy to use doesn't mean their the strongest. usually the easiest class only means it will lose to classes that require talent to play, if the person playing them is talented that is.  




#886123 Please make more girly Vanity :D

Posted by Alteration on 18 August 2014 - 03:41

lingerie vanities




#883457 New WB that punishes afk

Posted by Alteration on 03 August 2014 - 03:55

Fix lag, then we can talk about strategy.




#881241 Serious problem HCS

Posted by Alteration on 24 July 2014 - 04:51

Tie set bonus to individual fabled piece.  1 mage item gives +150 spell power, 1 sin item gives +150 attack power, 1 templar item gives +60 defense, etc.  But you only gain the set bonus once you fill all 3 weapon slots with fabled items.  Keep the flat 25 vit bonus.

 

Then let there be an additional "pure" class set bonus, for using all 3 items of the same class.  (which is what the complete sets give now)

 

This will allow mix/match fabled gear, but also give people incentives to use a pure build.

 

So for example, BT essence + fabled sword and fabled shield = no set bonus.

Mage essence + sin dagger + templar shield = set bonus of 150 spell attack power, 150 melee attack power, 60 defense, 25 vit.

Mage essence + templar dagger + templar shield = set bonus of 150 spell attack power, 120 defense, 25 vit.

Full templar gear = 200 (+20) defense, 25 vit + complete templar set bonus of 250 attack power, +additional 25 vit

Full mage gear = 500 (+50) attack power, 25 vit + complete mage set bonus of 300 spell haste

 

 

Then you can add a whole lot of other weapon types (polearms, crossbow, maces, etc), and just change the complete set bonuses for using them.  The individual item bonus should be the same for all warrior piece, for all ranger pieces, etc.

 

For example

Full warrior set bonus for 2 hand sword = 25 vit, 500 attack power, 50 crit.

Full warrior set bonus for using polearm = 25 vit, 500 attack power, 300 haste.

Full warrior set bonus for using 2 hand axe = 25 vit, 500 attack power, 50 life steal/hit.

Warrior 2 hand sword + ranger bow = 25 vit, 300 melee attack, 15 range crit.

Warrior polearm + ranger bow = 25 vit, 300 melee attack, 15 range crit.

Warrior 2 hand axe + ranger bow = 25 vit, 300 melee attack, 15 range crit.

Full ranger set bonus with bow = 25 vit, 500 range attack, 50 range crit.

Full ranger set bonus with xbow = 25 vit, 300 haste, 50 range crit.




#880059 Fabled Sets

Posted by Alteration on 20 July 2014 - 16:56

More items.  Fabled 2 hand axe/2 hand sword/polearm, etc.  The achievement for weapon master is just ridiculous, since there is only 1 kind of level 45 weapon for each class (rare 2 hand sword from rumble -> heroic 2 hand sword from WB -> heroic crafted 2 hand sword -> fabled 2 hand sword).  

 

Also an aura-ish effect for each fabled item, like the sparkly effect from WB, but better.  Since fabled is supposedly the "best" tier weapons...




#878977 Stats on lvl 45 essence (takes mats to craft) vs dropped heroic xbow from BT

Posted by Alteration on 14 July 2014 - 17:33

What's the point of this?  Classes don't need identical weapons, it needs a balance in overall, not just auto attacks.  And while both ranger and mage are range dps, they have completely different playstyles.  It's like comparing a dog to an orange.  

 

Or are you saying mages need to have exact same dps weapon as ranger, exact same damage auto attacks, with exact same cast time spells... why not just play ranger?

 

Sure mages need a boost overall, but don't just look at a single aspect (weapon only, or whatever) and look at the class as a whole.  




#876529 Loot dice

Posted by Alteration on 29 June 2014 - 14:40

I go days without any loot at all.

This is my real problem with this system.  




#876473 Loot dice

Posted by Alteration on 29 June 2014 - 11:55

Says the tank who is always the first one to the loot. Ching ching ching

 

What has this got to do with topic?  Of course he is first to loot.  Most tanks and warriors loot first, because they are on top of the monsters who die.  

 

Don't change the topic Mr. I-Win-All-Loots :)




#875813 Fabled Marksman's Bow

Posted by Alteration on 26 June 2014 - 10:17

Do you think that is acceptable for a fabled weapon?

Stronger/higher level weapons, bigger repairs.  Pretty standard imo.  


  • Ben likes this


#875131 Something regarding healing

Posted by Alteration on 24 June 2014 - 04:19

If you don't get emp... well just don't heal him.  That will teach him to emp you next time :P

 

Seriously though, if you have not been emped yet, just use revitalize, that will rarely pull threat off tremor/impale, even if you spam it continuously.  It does decent heals, enough to keep your tank up (full geared, with heal talents, it hits 5k+ crits heals), and it does a lot less threat than heal over times (rejuvenate/redemption with deliverance/dogma) and aoe heals (CC/dark prayer/benediction).  Then follow up with cauterize after you get emped (if needed).  If there really is no choice but to cauterize before emp, immediately follow with redemption on yourself and snowfall.  If tank still cannot pull threat by this time, then probably it's a wipe =/

 

If even a single monster starts attacking you, cast radiance.  It's also a good idea to keep casting radiance every time the skill is up, it puts you lower and lower on the threat list and can save you if tank loses aggro in long fights (especially when the boss stuns/sleeps your tank often).  






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