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Fallen Sword Mythbusters: Part 6 - The Intangible Buffs


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#21 Kedyn

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Posted 04 March 2011 - 19:57

Thanks again RJEM for another great post.. the smarter side of FS knows that it wasn't your fault that Find Item was a bug and was fixed.. all you're doing is research.. also thanks Ando for helping out on this one..

I hope to hear about more mythbusters :)

#22 RJEM

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Posted 04 March 2011 - 20:14

Thanks again RJEM for another great post.. the smarter side of FS knows that it wasn't your fault that Find Item was a bug and was fixed.. all you're doing is research.. also thanks Ando for helping out on this one..

I hope to hear about more mythbusters :)


I can deal with it - I take some responsibility since my thread seems to have been the final nail in a coffin 4 years in the making - but I stand by my original claim (that it was bugged).

However, I've been working hard to try and alleviate some of the consequences of the HCS response through the forum, and I hope the majority of people see the two together.

I'll continue to research things that interest me - and I hope the current GvG system stays around a while more. 100 hit GvGs are the fastest testing ground for PvP based enhancements, buff interactions etc! :lol:

#23 Roan

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Posted 04 March 2011 - 20:23

I'll continue to research things that interest me - and I hope the current GvG system stays around a while more. 100 hit GvGs are the fastest testing ground for PvP based enhancements, buff interactions etc! :lol:

And the one that doesn't have you lose many levels for some mythebuster :)

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#24 RJEM

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Posted 04 March 2011 - 20:57

I'll continue to research things that interest me - and I hope the current GvG system stays around a while more. 100 hit GvGs are the fastest testing ground for PvP based enhancements, buff interactions etc! :lol:

And the one that doesn't have you lose many levels for some mythebuster :)


Indeed. But, in all seriousness, try doing 300 PvP hits in an evening and see how popular that makes you :)

#25 BandLaw

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Posted 05 March 2011 - 03:54

Thanks again RJEM for another great post.. the smarter side of FS knows that it wasn't your fault that Find Item was a bug and was fixed.. all you're doing is research.. also thanks Ando for helping out on this one..

I hope to hear about more mythbusters :)


+1 :-)

#26 watagashi

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Posted 07 March 2011 - 23:12

After reviewing these figures HCS determined the drop rates were not as low as intended and will be fixing that soon.

Thanks again for bringing these things to their attention

#27 BalianRW

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Posted 08 March 2011 - 21:22

These have been great. Thanks very much.

If you are looking for suggestions for a future Mythbuster article, I would suggest the way that DD and CA interact with each other. Are the bonuses both calculated on base damage or are they stacked?

#28 evilbry

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Posted 09 March 2011 - 06:56

These have been great. Thanks very much.

If you are looking for suggestions for a future Mythbuster article, I would suggest the way that DD and CA interact with each other. Are the bonuses both calculated on base damage or are they stacked?

I have always figured they stacked, and it seems to work fine.

I'd like to know if Empower can boost the Master Inventor or Master Crafter skill to over 100.
But running an experiment on Master Crafter, especially, would be dang expensive.

only RA can be over 100%.

All others max at 100, no matter what gear + empower you have.

#29 andyvince

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Posted 10 March 2011 - 01:29

I believe that Quest Finder activates in the same way as Resource Finder, and with the same percentage chance per point - 0.15%.
RJEM

I suspect that’s why Hoofmaster liked to add Resource Finder when implementing new skills previously :wink:. Kind of easy to code :idea: copy and paste codes for Quest Finder, make some edits :arrow: Resource Finder. :P

Don't really see it as moaning to question why one of the most interactive HCS members (Grim) stated, clearly, that Resource Finder should not operate on plants - but now it does.


It's how I asked Hoofmaster to code it. He decided he liked the buff but that it should effect plants too.


There isn't a seperate item category for plants - they are all 'resources'. We could look at adding a sub-category in the future however :)



#30 Mistle

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Posted 15 March 2011 - 14:38

If we're talking buff order...

Does anyone know what the interaction is between Nightmare Visage and Counter Attack? Do they interact at all? If they do, the order doesn't affect attack stat "lost", but there's a significant difference when it comes to defense... Did anyone test it?

Another thing - Death Dealer is applied on top of Counter Attack, but what's their interaction with Chi Strike? (Assuming Constitution -> Fortitude -> Chi Strike...)

#31 fs_anaflaxya

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Posted 15 March 2011 - 17:33

I would like to see a mythbuster post on the ordering of buffs in general, and for specific regularly used buff combinations. I mean, there have been many posts about buff ordering in the past, but it would be very nice to have all that information aggregated into one succinctly written Mythbuster presentation. And create one place for buff ordering to be discussed. Thanks again RJEM for starting and continuing these topics.

#32 evilbry

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Posted 15 March 2011 - 19:19

I would like to see a mythbuster post on the ordering of buffs in general, and for specific regularly used buff combinations. I mean, there have been many posts about buff ordering in the past, but it would be very nice to have all that information aggregated into one succinctly written Mythbuster presentation. And create one place for buff ordering to be discussed. Thanks again RJEM for starting and continuing these topics.

A couple of experienced players could save RJEM the work ;) I already have the buff ordering on our guild forums for guild members :) I know of a few others with that level of buff understanding too :)

#33 fs_anaflaxya

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Posted 15 March 2011 - 19:24

A couple of experienced players could save RJEM the work ;) I already have the buff ordering on our guild forums for guild members :) I know of a few others with that level of buff understanding too :)


Would you be so kind as to share your knowledge with this forum, please? or you just going to tease me... :-P

#34 NatalieEGH

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Posted 29 August 2011 - 18:14

Thank you for the bump, Lawdog. You can ask Mel, I was actually about to do a series of farming using 1000 stamina per creature to get this information. I saw some drop rates on the UFSG that seemed way out of kilter. This thread did completely explain what I was seeing (from my farming days) and the new drop rates.

A lot of the members of my guild are starting to consider farming. I think they need more backpack slots but maybe it is because I discovered it was so much more efficient having 150 slots free and only clearing every 15 minutes and sending every 30 minutes than when I was clearing every 30 seconds and sending every 2-3 minutes. I honestly think I was spending a lot more time clearing than time sending and more time sending than I did farming when I was farming with 10 slots free.

#35 rebtex

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Posted 30 August 2011 - 01:28

Can you stop doing these posts as they encourage the cows to ruin the game by changing things.


Anyone else want to reach through the computer screen and slap this guy when they read this?

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