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techjedi

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  1. Please let me know if you can make one Republic side and what you charge. I will provide the mats. You can also mail me in-game on character "Regent" Thank You!
  2. Thanks guys. The note about absorb is super helpful. I didn't realize that was about healing through absorbed damage, and not damage reduction. I think you have answered my questions enough to get these cases handled. Since you hadn't ever seen these, here are the actual log entries for the cases you said you had never seen before: Example of the (0 -) [16:06:38.136] [Dread Guard Acolyte {3267194506969088}:5023040388242] [@Regent] [shiv {811787473649664}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -) <1451> [16:08:56.871] [sorna Taros {3267181622067200}:5023040100176] [@Regent] [Hammer Shot {811860488093696}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -) <172> [16:08:56.872] [sorna Taros {3267181622067200}:5023040100176] [@Regent] [Hammer Shot {811860488093696}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -) <147> Example of 0 dmage -shield: [16:03:28.609] [selgh Kap'gohe {3310406172934144}:5023040126440] [@Regent] [Force Scream {1660266852909056}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -shield {836045448945509}) <1029>
  3. I am working on a combat log parser and have questions for some of the experts on the combat logs. I have some questions about values in the damage token. We normally see (123) to mean 123 points of damage. However, there are some variants that I wanted confirmation on their meaning: (Note: that I have put {skey} where the unique string identifier normally is for ease of reading THESE VARIANTS I BELIEVE I UNDERSTAND () this means no damage/heal on this entry/ability/event (0 -) no damage, not sure why there is a - at the end (123) simple damage/healing (123*) critical damage/healing (0 -deflect {skey}) incoming attacj was deflected, no damage was taken (0 -dodge {skey}) incoming attack was dodged, no damage was taken (0 -miss {skey}) incoming attack missed, no damage taken (0 -parry {skey}) incoming attack parried, no damage taken (0 -resist {skey}) incoming attack resisted, no damage taken (0 -shield {skey}) incoming attacked shielded, no damage taken (123 energy {skey}) damage with type specification, (can be energy, internal, tech, elemental, kinetic, etc) (123 energy {skey}(reflected {skey})) indicates when damage done to a target was the result of a reflected attack back to attacker eg Saber Reflect (not to be confused with avoidance due to deflect) THESE VARIANTS I AM NOT CLEAR ON HOW TO INTERPRET (123 energy {skey} -shield {skey}) Was this completely avoided due to shielding? Not avoided at all? Partially avoided? (123 energy {skey} -shield {skey} (25 absorbed {skey})) *I THINK* this means that 123 damage was taken after shield absorbing 25 meaning the original attack was 148, but it could also mean that 25 damage of 123 was absorbed, meaning the actual damage taken was 98? (123 energy {skey} (25 absorbed {skey})) Similar to above, just without the -shield modifier. What the actual damage taken? 123 or 98? If you have any confirmation of my suspicions or have observed any other variants, please let me know. Thanks!
  4. Why aren't you using C2N2 to heal. Properly geard he is very effective. I saw no improvement when switching from C2N2 to Doc on balmorra other than Doc can attack from range and c2n2 will punch the mob in between heals.
  5. Chat channels already span all instances on planets.
  6. The fight is trivial if you have geared C2N2 for healing. Pretty much all the fights until you get Doc are trivial with C2N2 well geared for healing and defense spec'd.
  7. I appreciate your post, but I do not agree. I think this crafting system is a refreshing change from other systems. I am okay with crafting being expensive and some purple recipes being rare because you had to dissasemble so many times.
  8. So I have been training up Artifice since launch and my skill is at 328. Since the beginning, when "Trainable" has been selected at the trainer, only recipes in these categories display: Color Crystal Enhancement Lightsaber Hilt Wieldable I figured that was all we could make. However today I noticed that when "All" is chosen from the filter drop-down, suddenly the "Mod" cateogry appears with recipes. The recipes show with the text "[Requires: 240]" in red which would indidcate I dont have the skill level for these items, when in fact I do since I am at 328. When you try to buy/train one of these "Mod" recipes, it says "You do not have the appropriate crew skill." So there are two possible bugs: 1) Mods *should* be craftable by Artifice, but some error is causing the system to think they aren't trainable "yet". 2) Mods *should not* be craftable by Artifice, but mistakenly show up when "All" is selected on the Artifice trainer. To make matters worse, if you then choose "Trainable" again, the UI just shows 1 page of color crystal recipes with no category header and no way to show any other reipces. If you then close the training dialog and re-engage the trainer, the dialog now shows the entire color crystal category, but none of the others. CTRL-U twice fixes this of course, but this part of the UI feels like it needs some QA love.
  9. Devs have said that new crafting recipes will drop from new tiers of content and new patches so that crafting always stays up to date. It may not always provide the minmax perfect item, but "obselete" is a stretch.
  10. Are you CTRL-RIGHT-CLICKing on the item you want to put the mod in? If you do it on the mod itself, it wont work.
  11. What do you need a modification station for? You can add/remove mods with CTRL-RIGHT-CLICK. There is currently no requirement that you use a mod station.
  12. I am not sure what the steam overlay is, but if it is a graphics issue, try turning off windowed exclusive mode in the graphics settings.
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