Jump to content

Necroclysm

Members
  • Posts

    47
  • Joined

Reputation

10 Good
  1. Sigh... and this is actually showing exactly what I am talking about, while showing a different problem altogether. If you were to fire both at minimum range targets(5 meters) instead of standing at max range, which the person in the video did on purpose, the damage would have occurred at the exact same time. The projectiles have a longer travel time for Mortar Volley than they do for Death From Above. If you want that fixed, fine... go for it, but stop trying to push to make MV start the damage dealing portion earlier than DFA. The fix most of the idiots are whining for is for a problem that does not exist and changes nothing about my post. Yourself included apparently. This also fails to illustrate the fact that after the channel bar stops, both still are dealing damage because it was cast at max range, and you are able to move around freely without breaking anything. It also fails to show that if the targets were in the radius for either during the period, they will take damage even if they are miles away when the last projectiles physically hit and the numbers pop up. I have done considerably more testing than this for beta because I was submitting bug reports on MV. This video is pretty horrible for showing what is actually going on with both abilities, but go ahead and claim this as undeniable proof. The same people making the original massive whine thread on MV are the same ones that were whining about Unload/Full Auto losing a tick when you took damage with the resistance to pushback talent. Despite the talent only being a 75% resistance... People don't know how things work... and now we have a patch note saying they are "fixing" pushback resistance for it... pretty amusing if it turns out to just grant 100% to stop the whining of the ignorant.
  2. They are 100% identical in terms of effect, just the appearance makes it seem to be broken. I am not just claiming this for no reason... 46 Commando and 50 Mercenary... The damage starts at the same time on both abilities, but with the BH it flows with a very obvious animation so the lead-in isn't as obvious. The Trooper has an animation for lead-in as well, to make it balanced with the BH DFA, but it is not as obvious(he just kinda fiddles with the gun and then braces). This makes it SEEM like the trooper one is bugged and should be firing much faster. Try both, the damage occurs slightly more than 50% through the channel bar. It is somewhere around 55% done casting with 0 alacrity, before damage will occur, on EITHER character. I assumed the Commando Mortar Volley was bugged as well, until I played a BH and noticed the same thing happens if you just watch the channel bar and damage numbers, ignoring the animations involved.
  3. I honestly cannot believe you just posted this. You went from someone criticizing an idiot for saying EVERYONE was affected by X, to him demanding proof from every player period that there is a problem at all. Obviously there is a problem for at least one person, since this thread was made. The person you quoted doesn't even IMPLY that is not the case. What really has me dumbfounded, though, is that you managed to post something so ridiculously opposite of reality that it may as well be the exact literal opposite... The only thing your post does is confirm you have no valid argument and have already resorted to claiming someone is a fan to discredit them. Circular logic is not actual logic, no matter how much you would like to believe it, and no intelligent person will actually agree with it... Because you likely won't understand what I am talking about: Posting something positive about X makes you a fanatic. Fanatics only post positive things about X. And then you just finish your argument with the equivalent of "Fanatic's opinions are invalid because they just blindly love anything about X."
  4. Trying to compare this skill to just about ANYTHING else is stupid... especially when you choose to compare it to a mezz(learn the difference) that is about even with one you yourself possess. As for why it maxes the resolve bar, the skill does a knockback in addition to the knockdown. I have seen many people knocked into a fire with it. Doesn't sound like a big deal? For comparison, using any other class' knockback(except for the one that you can add a root to, but that one doesn't deal tons of damage and come from stealth) to throw them into a fire and then stun them requires 2 GCDs. If they are right on the edge, they can easily walk out before you can cast the stun. If they have a leap move, even easier. To make matter worse, some of those stuns even have a travel time through the air, making it take even LONGER to actually stun the person. You may not think that is a big deal, but there are a very large number of circumstances where the knockback attached to it is extremely beneficial. I would be rather pissed if it was a 3 second knockdown with a knockback and backstab damage and DID NOT max their resolve. Do you WANT a repeat of early game rogue-level stunlock burst from WoW? That is an instant recipe for nerfs... which is now happening, imagine that. As for now, when it is nerfed to 1.5 seconds, it maybe needs to only do partial resolve fill. How many of you actually have a character on the PTR leveled enough to see if it still fills the bar? Not to mention you need one person on each faction to test it with. Cannot test it on a low lever player, as it will just kill them instantly anyway... So before you whine about this **** of filling the resolve bar, why don't you find out if it actually DOES? As for the post above me, a 1.5 second stun with backstab damage on it would be rather superior to a 3 second mezz that breaks on one point of damage, if you are using them for the same purposes. Considering the mezz would best be used to keep people from hitting you, while the knockdown would be used to destroy someone, I am not sure why you are still trying to compare the two. If the Sorc tried to use it like you were using Hidden Strike, he would get around 2500 damage max(on a VERY well geared sorc, with a crit) before it broke and you were free to react... Doesn't that make it worse than yours, since you can deal significantly more than that during the knockdown time, not even counting the initial damage from the skill? ...
  5. Anything charged on a monthly recurring billing cycle has the same due date every month(like the 21st), with one exception. If your billing period due date occurs on a date that does not exist for a given month, it will charge on the last day of said month(some companies do the 1st instead, to be "nice" to their customers). You aren't paying for 30 days of gametime unless you are using the time cards/codes. You are paying for a "month". This means equivalent date to equivalent date. There are many reasons to do this, the biggest of which is consistency for BOTH the company and the customer.
  6. I still don't get it? Umm what? Channeled abilities get a "pushback" from taking damage, just like every ability with a cast or channel time greater than 0. Unload and Full Auto are working just like they should... You take damage... the ability loses cast time... you lose a tick... This is how a channeled ability works... I don't know if you want it so that it increase the amount of time you have to channel, or what, but NO game does that. This is how channeled abilities behave in common use for games. I am unsure what I am not getting, since I basically just said that it is working as intended despite what was described in the OP. I even described what was happening and WHY it is working as intended. There is nothing I am missing here, you just want the functionality of damage taken during casting changed. Once again... this is not a bug... it is SUPPOSED to lose ticks when you take damage, end of story. The idea behind this is that you take damage while focusing on "casting" an ability. This causes you to lose concentration. What you are asking for is that when you take damage and get "pushback" on a channeled ability, it still deals the last hit. Yes, that is genius... make the spell do MORE damage per second by being hit. The other option, which you are clearly not arguing for, is to make taking damage while channeling increase the time you must channel to finish the ability. No one does that, as it is a clumsy mechanic. TL;DR: Whether you are confused about the terms used or not, the problem described is PUSHBACK ON TAKING DAMAGE for Unload/Full Auto. It is working as intended. If you have a problem with it, submit a SUGGESTION for what to change. I already said what would fix it in my post which you ignored by telling me that I didn't get it. The irony is astounding.
  7. The basic reasoning is ease of gearing. They do need to fix the weapon problems for companions though. Hopefully they will just add a vendor selling end-game Custom Weapons for each companion, locked to the ones that can use it so players cant. The pattern is thus: For companions that show the armor you equip on them, their Primary Stat is whichever one comes on the gear with the appropriate look. So for Troopers, for example, all of the companions are members of Havoc Squad, so they need to look like Troopers. Thus, they all use aim(and consequently have the easiest time of any class for gearing companions >.>). For companions that do NOT show the armor you equip on them, their Primary Stat is the same as your class' primary stat. This just makes it easier to gear them. Hand-me-downs for the win(stupid dirty troopers...). Lastly, for anything called a droid, they use Aim. This is just done so that there is only one type of Droid gear and you don't have to hunt through and find the right stats. I believe you can still get different secondary stats, but they are all Aim.
  8. With both a 46 Commando and a 50 Mercenary, this thread has become slightly amusing. I submitted a bug report about Mortar Volley in beta after having only played the Commando. After live hit and I now have extensive experience with both classes, I know why Mortar Volley looks like it is broken. The problem is appearances, and nothing else. Death From Above does not deal damage until the same time into the channel bar as Mortar Volley. Literally the exact same position, about halfway through the bar(actually slightly MORE than halfway through). Why it seems that the Bounty Hunter's DFA is not bugged is because the animation fits properly with what happens. When the channel starts, the Bounty Hunter jetpacks into the air and starts firing. As this animation is occurring, the channel bar is still going strong... When it reaches just beyond the halfway point, the rockets fired start landing on the target area, dealing damage. Mortar Volley, after carefully looking at it while casting, does the exact same thing. The problem is that there is not an obvious lead-in animation like the Bounty Hunter DFA. The Commando prepares his gun for Mortar Shots, plants his feet for support, then starts firing shells at the location, with shells landing and damage occurring just after the halfway point. The entire reason for the Commando's Mortar Volley looking bugged, is in fact to make it equal to the Bounty Hunter ability in functionality. Only thing they can do to "fix" it is make the Commando have some more obvious animations of preparation, to be honest. As for the alleged Unload and Full Auto bug, there is no bug here. Every channeled ability in the game works as you described it, including Unload. Is it incredibly stupid? Yes. Is it broken? No. However, it DOES need to be changed. The talent that gives pushback protection needs to be 100% for Unload/Full Auto and keep the 75% for the other 3 abilities, otherwise Unload may as well not be on it at all.
  9. Just an absurd number of things wrong with this post... First off, the sample size alone invalidates just about everything you posted. I was expecting a very large sample size since you said you had a spreadsheet, but you don't even have 100+ which I would consider a bare minimum for testing something involving things that have a swing of 50 or so on one, and close to FOUR HUNDRED on the other. To be honest, I wouldn't really accept anything with under 1000 samples for each ability in each circumstance, simply because of the massive swing between high and low. Granted, I am pulling these numbers off my Mercenary at the moment, which uses 2 weapons, so the damage range could be exaggerated over the Commando's one Assault Cannon. However, that still puts the gap between low and high at around 200-250. Comparing an ability that has an attached Armor Reduction debuff on it to one that does not absolutely MUST have controlled testing conditions to get proper results. You said you were in a warzone testing, where any number of things could be occurring. Use a duel so that you can control the exact armor of who you are targeting. You don't say either way if you were attacking different targets or not, but as it was a Warzone, I find it unlikely you went out of your way to attack only one person and record a number when he had 0 debuffs, then wait for your own debuff to wear off him and hit him again. Again, you don't say you DIDN'T do this, but the fact you didn't say either way would indicate you most likely just went out and hit someone. You say you used Charged Bolts and Grav Round and indicated that you were seeing a confirmation of your accuracy formula, but you did not say how much accuracy you have on your gear. For your formula to be confirmed with your results, you would need to have at least 100% RANGED accuracy(and thus, 110% TECH accuracy). Not saying this was not the case, but you didn't record any of this. Charged Bolts will always have 10% less accuracy, but only BONUS accuracy has an effect, so if you had 0 accuracy rating on gear, then your formula doesn't come into play, as Charged Bolts does not have extra accuracy yet and cannot receive bonus damage. Grav Round would be receiving bonus damage, but would be working up to the 9.13% difference. It wouldn't start there instantly when you hit 100.01% accuracy. Another issue is that, again, Charged Bolts is Weapon Damage and Grav Round is Kinetic Damage. This means a lot more than one has 10% less accuracy than the other. They actually use different formulas to determine their damage output based on your stats. The biggest factor for Charged Bolts is your weapon damage range on the equipped weapon. Grav Round takes nothing from the weapon damage range. Charged Bolts usually has a higher damage ceiling, but a lower bottom as a result of this scaling difference and relying on weapon damage ranges. Definitely not trying to flame you, but do not post things like this without doing proper testing, as they tend to have the unfortunate result of getting reposted as "proof" of something. As it stands, Accuracy reduces Defense, which is Avoidance and Elemental Resistance. One big thing you mentioned at the beginning of your post was that Tech attacks already don't have to roll against the target's avoidance. This is simply not true until you get enough Accuracy above 100% to overcome the target's defense avoidance stats. Base defense value of 5% means at the bare minimum you need 105% tech avoidance for your tech attacks to always hit. I can guarantee they will still miss before you hit that mark, as deflected Fusion Missiles were the bane of my existence before I had enough. Those people that gear up with their Tank sets for PvP also become a pain if you have no Accuracy Rating on gear. Hell, they are a pain even WITH accuracy rating.
  10. Even if you did only the normal quests, but you did ALL of them(not counting bonus series) you will be roughly even level with your class quests for almost every planet in this game... You have to seriously skip content and actively avoid mobs to even manage to underlevel yourself.
  11. If you were one level below the highest mob on the previous planet, you cannot be 4-5 levels lower than anything on Quesh. Quesh is a 1 level range planet(level range 36-37). It has around 10 quests total, including your class quest... So even if you went and found the highest level mob on the planet, you should be AT MOST 3 levels under it, assuming you left the previous planet 1 level under the highest mob/recommended level for class quest. That would be Balmorra or Taris, depending on your faction. It sounds more like you are skipping some things... Such as going through all your class quests at the beginning of the previous planet, starting one level under, ignoring all the side quests on that planet. This would DEFINITELY result in the situation you describe, since the previous planet should have a 3-4 level range. You are expected to gain around that many levels before leaving. Easiest way to check on things... is the galaxy map. When you select a planet(before clicking to travel to it), you can see the expected level range on the details. There are no gaps. So, only real sequence of events that can result in the scenario you describe is: Went to Balmorra/Taris at Class Quest level -1. Powered through class quests to get off the planet as fast as possible. Went to Quesh for class quests and noticed everything was MUCH higher level. Taris/Balmorra are level range 32-36. Quesh is level range 36-37.
  12. What it comes down to, however, is comparison in healing ability. No argument makes Kolto Shell do respectable healing. The HoT component of the Healing Scan talent heals more than a Kolto Shell using all of the charges. The disparity only gets worse as you get more gear, as it seems Kolto Shell also scales worse than everything else, for whatever reason. Hell... Kolto Missile heals more PER TARGET than Kolto Shell does total. Reactive healing COULD overheal... except that the pitiful amount this one does would rarely find itself in a situation where this is the case. We compare it to HoTs because they are the closest in mechanics. There is absolutely no reason Kolto Shell should heal LESS than a HoT you can put on multiple targets. Especially if they fix it so it really does only trigger once every 3 seconds... at which point it becomes a worthless waste of a GCD. I think the last time I looked, it was doing 320 a charge for me... My moderately geared Assassin tank buddy has 21000 HP... Yeah... slight buff to healing potential and scaling is a pretty gross understatement. I realize that it is not a "main" healing spell, but the fact is, that with health pools that high(and as a result, incoming damage very high) a 320 heal is absolutely worthless.
  13. I would like to point out that you do not magically get 2 extra days if you used a pre-order code, waited until it locked you out on the 22nd, and then put in your retail key. If you did not put in a pre-order code, then your billing cycle begins on whatever day you put in the retail key, but putting one in locked you to the 20th. I should know since I did it and it says I have 0 days remaining(pretty sure it is just a rounding error for display).
×
×
  • Create New...