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Ruchalus

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  1. This has been an off and on again project for the past 8 years, it's finally complete and now I have my Jedi Temple Guard Pike! I'm working on finding a photographer for better pictures and videos where I can share better pictures and more information at a later date. This is just a teaser On a side note, why isn't there a Temple Guardian Pike in SWTOR? We have the outfit but no saber to go with it T_T
  2. At level 39, tank Shadows/Assassins get the ability to augment their Kinetic Ward/Dark Ward for effects when all stacks are drained. This particular bug affects Twilight Ward, which grants a stack of Force Potency/Recklessness when all Kinetic Ward/Dark Ward Stacks are consumed. If all ward stacks are consumed and you get the Force Potency/Recklessness buff, it's not counted as a charge of the ability. Rather it's a passive buff that last for 20 seconds that is not consumed upon using a Force ability. This can allow a tank to have +60% critical hit chance on all force abilities for 20 seconds, and with enough attacks being shielded this can be reset to last even longer. This stack can be consumed if they gain the charge from consuming wards, use their Force Potency/Recklessness ability, and they'll have 3 charges instead of 2 as intended. This is so skank tanks can get 3 stacks of Potent Defense/Reckless Defense.
  3. Please don't forget to mention the snowglobes and other Life Day stuff such as the wampa companion, snow weapon tuning, and other things!
  4. Man, I was ready to drop a good chunk of change on Life Day. I wanted to get the outfit, wampa companion, snow weapon tuning, and this year's Snowglobes. Unfortunately, most of these aren't being offered whatsoever. I can understand the lack of new snowglobes due to the change in devs, but at least sell all the old ones if you can't sell new ones. This is very disappointing and I was also looking forward to the yearly collection unlock discount.
  5. that's a good point because I also stealth guard
  6. Sorry I am just rather frustrated with the AFKers
  7. Then let it drop so the only ones in PvP are those actually wanting to play it.
  8. You know how you get points for staying near objectives and guarding them? This area needs to be reduced, it's too big at the moment and it only encourages those who afk to just hide in a corner and use the /sit emote while racking up a bunch of objective points for doing literally nothing. If an enemy comes, they don't do anything because they're afk. At least if the zones are smaller, they're going to have to afk in an area where they'll likely get killed. Though they'll probably remain AFK regardless if the invader is smart enough to realize they're AFK and just take the objective uncontested, then kill the AFK. Something really needs to be done about these afkers in PvP, they're parasitic cowards. They could at least try.
  9. These two tactical proposals are just old abilities I thought were fun that could be reintroduced as tacticals. One option could be called the "Avenger" Tactical or the "Avenging Grip" tactical. This would be for Kinetic Combat Shadows/Darkness Assassins where single target Force/Tech attacks have 100% of their damage reflected but the Shadow/Assassin still takes damage from them. This was a fun one in specific scenarios back in 6.0 and I'd like to see it again. "Niman Disciple" would do two things: It would grant the shadow/assassin 2 stacks of Force Slow and after using Force Pull, Shadow Strike/Maul would become empowered as if by proccing it with another melee attack and critically hit. This is to mimic the "Draw Closer" maneuver seen used by Niman lightsaber form practitioners. Just some slightly better CC power with Force Slow and a bit more damage squeezed in with an empowered Shadow Strike/Maul after Force Pull.
  10. I think some minor changes of Battle Readniess's/Overcharge Saber's healing mechanic should be made for the tank spec. Simply put, instead of healing 15% and maybe another 11% through proccing Combat Technique's/Dark Charge's 50% chance to deal extra internal damage, and instead remove the chance to heal by proccing Combat Technique/Dark Charge and instead restore 30% Maximum Hit Points. Tank Shadows/Assassins get the least use of the healing from the technique's proc, it's also much lower than the DPS versions of it. The DoT spec gets 50% increased healing from their abilities, Burst Spec deals 100% more damage with their Technique/Charge, and both of them get better healing power out of it as they have more power and mastery than the tanks. A DPS Shadow using Battle Readiness/Overcharge Saber can heal around 1.5% of their HP for every time they proc their technique/charge. Let's assume an average of 11 times they proc it per use of Battle Readiness/Overcharge Saber, they can heal an additional 16.5% of their max HP on top of the 15%, 31.5% max HP restored total. Meanwhile, the tanks have less power/mastery and they can only heal around 1% of their max HP per proc of Battle Readiness/Overcharge Saber. Assuming they procced it an average of 11 times, they'll heal around 11% of their max HP on top of the 15%, 26% max HP restored total. Though this assumes they only use lightsaber attacks to proc Combat Technique/Dark Charge, this is unviable in late game PvE and PvP. They use a mixture of Force and Weapon attacks, the former of which are needed to maintain their defensive bonuses. By having Battle Readiness/Overcharge Saber heal 30%, they can get a much better self heal and have around the same effectiveness of Battle Readiness/Overcharge Saber that the DPS Shadows/Assassins have. This heal could go one of two ways, either an instant 30% max HP restored or 30% restored over 6 seconds (5% HP restored per second). Shadows have always had the weakest self heals with self heal options being removed pre 3.0, then the Force Cloak heals being removed, etc. Given that they have strong and specific DCDs and the ability to cloak out, too many self heals would make them OP. Though I don't think a 30% heal once every 2 minutes is unreasonable, just look at Vanguard/Powertech tanks. They can restore that much HP once every minute on top of getting bonus damage reduction. Guardians/Juggernauts can go from 0 to full with Focused Defense/Enraged Defense once every 2 minutes. Give Kinetic Combat Shadows/Darkness Assassins a 30% heal with Battle Readiness/Overcharge Saber.
  11. I was talking to a programmer friend for help understanding this math and we've discovered a flaw, the in-game calculations are off. He described it as: "Floating Point Rounding issues: Large numbers cause math problems" Something about the limits of binary and using tricks to calculate above a certain number and that it would be better to set the cap to 2 billion and use integers. Here's the fees I get when I enter an item at the listed prices: 1,000,000 --- 60,000 fee 10,000,000 --- 780,000 fee 100,000,000 --- 9,760,000 fee (off by 20k) 500,000,000 --- 57,540,000 fee (off by 40k) 1,000,000,000 --- 125,320,000 fee (off by 2,460,000) 3,000,000,000 --- 433,099,984 fee (off by 14,680,016) The math coded into the GTN to calculate fees is off, likely due to the Floating Point Rounding issue mentioned earlier. This stuff is above my paygrade and I can still barely understand it after my friend explained it to me, but it's something the programmers should look into.
  12. Yes you can, you'd be able to see the first 20 sellers from cheapest to most expensive, quantities, and cost per unit.
  13. Figured it out. So in the previously mentioned example, because the buyer needed more crystals than Seller 1 had, the entire price per unit would use seller's 2 price. The purchase would cost 1,000,000 credits for the 500 crystals at seller 2's prices. Because there were 400 cheaper crystals, the GTN refunds the difference. The buyer would be refunded 400,000 to account for seller 1's 400 crystals at 1,000 credits.
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