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Mahdii

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  1. If slash is used outside of Zen then you didnt manage your CD's correctly. Focused Leap is the second tier talent needed in the combat tree. When used correctly(ideally) you can get off a bladestorm after your first force sweep before beginning the rotation for the next force sweep.
  2. Then we have three available talents to use. Got to get into tier two of the talents in the Combat tree. So putting two talents in the talent Defensive Forms is worthwhile in your opinion?
  3. You dont understand the playstyle of Focus.
  4. Zealous Leap. Opener is usually Force Leap, Force Stasis/Exhaustion, Surge/Crit Relic then Force Sweep. Zealous Leap attacks with both weapons. The relic should still be active and Zealous Leap can hit for upwards of 3K total. Also keep in mind Slash hits with both lightsabers.
  5. Its a good idea. Would say have a DPS and Healing stance. Both costing 50% of resources to enter such stance. Now you would have to tackle how to handle the buffs of the stances.
  6. The Focus breakdown in the original post is wrong. Dual Wield Mastery must be talented. For it increases the damage output dramatically on one of our four main abilities.
  7. I did the same as you. First got a new GPU-didnt fix it. Then built a new Pc-ability lag disappeared 95% of the time. Next thing i would do is investigate the HD your using. Then follow up if needed with your network communication to the server.
  8. Doing 2's arena in WoW helped me the most. Using your mouse to move when needed also. Lastly if your strafing and try to use a modified keybound. You can still strafe and use a separate keybound key.
  9. Your problems wont go away, they will be hidden. Naga has 1-9 numberlocks on the mouse. Nine keybinds arent enough to optimize a sentinel. Right now i believe i have a total of twenty six things bound for my sentinel. I use Q, W and E for movement. Shift is my Modifier for keybinds. My hands never were comfortable using A and D for strafing back when i first started Pc gaming back in 1999 with CS.
  10. If you ever played a game through a few year process that is updated regularly on the same machine. You will notice ability delay in some form every new patch. Game i noticed it the most was Americas Army for the Pc during the time frame of 2002-2005. WoW even has ability delay on occasion. Only difference is that it happens so fast/infrequently some may not notice it.
  11. Every action an opposing player has we have a way to counter it. As a sentinel you are doing nothing but juggling your CD's.
  12. One cannot throw out such a blanket statement like "its the games fault" without understanding how software works. Comparing it to WoW in this case is frugal for both engines were designed at different periods of Pc architecture. 90% of the ability delay is caused by the clients machine. Remaining 10% is caused by the server. Those of us who dont usually experience ability delay begin noticing it at peak times a day or two prior to server restarts. For the database on the server is taxed and needs to properly compress/clear out things from its memory that are unused. Here is a rough idea on how this games code works when using an ability like Strike: Range met - yes/no GCD active - yes/no Adequate Focus needed for ability: yes/no/null Positioning of target met: yes/no/null Guaranteed critical hit: yes/no/null Guaranteed critical multiplier: yes/no/null Character stunned: yes/no/null Character snared: yes/no/null *Above criteria met for ability Strike: yes/no Begin ability animation: yes/no/null Activate ability: yes/no * Each ability would have its own predefined yes/no answer for each line of code. Strike can be used when snared, crushing leap can not - as an example. Its during this process that ability delay occurs. Clients machine in an attempt to do the process in a split seconds time can not for other tasks are demanding processor resources. Thus it accidentally skips one line of code causing the user to begin the process all over again.
  13. When someone tries to use an ability that observes the GCD while their GCD is active two things can happen: 1 - Ability is not triggered and the GCD continues on with its remaining duration. 2 - GCD is reactivated to its full duration with the ability not being used. CPU architecture on the client machine is the root cause. Everytime an ability is activated the client machine must go through a line of coded text to meet specific predefined values in the code. Once that is complete another series of code must be sent to the server. I've tested for work a program that taxes cpu's for an indoor standalone GPS system. We had issues with specific processors running at 100%. Once we used Visual Studio to see how the program reacts you will notice that the under performing processor accidentally skips certain aspects of the code to keep up. In the end this isnt bad coding, just the inability of the processor to perform the needed functions in a predefined time.
  14. As a focus spec'd sentinel from a pvp aspect. After a gap closer and using of force exhaustion. Enemy player has to run pretty far away to stop the damage. Using my surge/crit relic prior increases it damage alot.
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