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Phaistos_robert

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  • Location
    Crete
  • Homepage
    http://www.split.gr
  • Interests
    Bowling
  • Occupation
    Linux System Administrator
  1. Just adding my support for the idea. I would love a way to differentiate between my same class / ex voices, without having to show a helmet.
  2. Show legacy surname in guild listing (and preferably make it sortable). It's Silly that most member notes are "so and so's alt" and the most common guild rank is "alt"
  3. Very good job. Awesome, What I'd like to see is a way to filter by guild. So I could have an in-guild leaderboard maybe a search field with keywords i.e. guild:zorz
  4. Is that 3.7k on a dummy ? I heal on my mando, so not really sure about gunnery numbers, but I put out more than that with my guardian with basic gear, so imho, it might not be _just_ gear at fault. In any case, to answer the original question (to the best of my knowledge), The general rule of thumb is that power is more beneficial to small hits, crit is more beneficial to big hits, (excluding ones that for whatever ability reason auto-crit). As far as I know, gunnery is all about big hits, so my guess would be that you would need more crit than you would for arsenal. Check your parsec damage breakdown after the parse, and see the damage% per ability. But like Hotwired said, replacing high endurance mods / enhancements is most important. More _useful_ stats of whatever are better. Endurance has 0 dps gain per point
  5. Ever since I remember, there has been an issue with raid spots. You need more than 8 to cover the potential of someone not being able to make it, but at the same time, when they all make it, the "spares" don't get a chance to raid. So you have more than 8 players attending a raid, but nowhere near enough for a 16man group. I think it would be great if we had the option to 12man the raid.. The general requirements should be 2 tanks, 3 heals and 7 dps. The drops should be similar to 8 man, i.e. 1 set piece per boss Just scale up the comms and other drops. The damage / heal requirements should scale appropriately. At the moment, we either have to leave people out (which is not nice), or pick up pugs which may or may not make the raid fail. Similarly, on alt runs, or runs with less hardcore guild members (who usually tend to be poor dps or heals), this number allows us to keep some more main raiders in the group, including experienced players who can lead the raid etc. Like I said, don't need to scale up the important loot pieces, so it's not exploitable in any way. But it would allow more people to enjoy raids with their guild And it gives more people an incentive to join guilds, knowing that they won't always be sidelined. Iit's a win win scenario. Please consider. Thanks in advance, Robert
  6. This is not pvp specific, but since I didn't see any real answers, I'm posting a snippet from my spreadsheet. I won't post the whole thing, since its messy and intended for personal use only. https://copy.com/8GmKHmRlUO7pzn4a Basically yellow is the stat increase per point. Green is a calculated increase in heal per point, based on numbers I set above (not visible in screenshot), which differ per ability. For the example pasted here, it is base heal 2117, 68% crit multiplier, 30% crit chance. (Happen to be numbers from a pve med probe) I personally aim for 300 surge and rest in alacrity. Hope it helps
  7. There is another thread related to this boss and it's bugs. Boss Reset issue: It's my personal belief that if you don't see the door to the boss room, that has a cutscene, then you will get reset. So make sure everyone sees and interacts with the cutscene door. If you don't, then exit the area, and come back. To be sure, we all click at the same time too, so everyone has a castbar. Boss attacking escape pod issue: It might be that a guardian force leap attack interrupts the boss's escape pod "cast". It's just a theory, as we've only encountered this once.
  8. for the 2nd bug, getting stuck at escape pod, we believe there's a chance coratani's "escaping" cast can get interrupted by guardian's force leap for instance...
  9. Reset bug not fixed. Same thing. Door missing, fight resets. Also, as stated above, there's a new bug where coratani gets stuck at escape pod and does not exit. So we can't transition to phase 2.
  10. Our own attempt yesterday was fine. Fresh phase, everyone verified seeing the cutscene door before we started. Fight completed without any problems.
  11. DIdn't work for us. We tried various combinations of timing our "escape pod usage", no change. We left the instance, reset, did the other ops, came back later, again still. However not all characters were affected. Some would spawn downstairs, some not. It seems that sometimes the door + cutscene doesn't appear, and by moving out of boss room, we get a reset. I have a suspicion from my own experience that if you see the cutscene door, then it's fine. If you don't, then you will reset the fight. So on our next outing, I will make sure everyone can see the door before we start the fight to see if that works. In any case, there's certainly a bug that needs to be fixed. Thx
  12. Thanks for your input. The behavior you describe is what happens when you get disconnected from the game but don't have any kind of internet connectivity issues. I have seen guild mates suffer the same, where they will for some unknown reason be disconnected from the game, but TS will continue to function. If you read my 1st post, I state that by disconnected I mean having internet connectivity issues. i.e. wireless connection drop, or router disconnection, etc. In this case, what happens is what I described. You get a kind in game message and promptly get dumped to desktop (i.e. there is only an "ok" button, not a "let me stay in game please" button). Judging by what you are saying, I would be inclined to say that you are the one with the issue that needs to be reported, i.e. disconnected from game whilst internet connectivity is still functioning.
  13. Having recently been through a rough patch with my isp, and since I didn't detect anything similar in my (rather brief admittedly) search of the forums, here's my suggestion. Do not force an exit to desktop when disconnected. When I say disconnected, I mean losing internet connectivity. At the moment, if you get disconnected, you will shortly be booted to the server screen, and then promptly dumped to your desktop since the game "cannot load the server list". There is no need to exit the client just for lack of internet connectivity. As soon as the connectivity is back, I would like to dbl click the server name, select my character and get back to playing the game. The problem is that the time it takes to get back into the game from the desktop is very long, which in a raid, generally means a wipe. The problem is even worse when you consider other factors such as the one time passwords, security keys etc. There are many reasons you could get disconnected. I am personally on wireless with pretty low signal, so it just "happens", and doesn't last long. Please consider this. I'm sure the implementation is trivial. Thanks for your time.
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