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View Full Version : Disruption on gear and casting skills in general


Morghus
07-19-2011, 01:46 AM
<p>Can we please have this replaced with +focus in light of the changes coming? As it is, this skill is almost completely worthless.</p><p>I can reach near 1000 disruption and still get back-to-back resists on raid mob adds the moment they spawn unless they receive debuffs promptly.</p><p>Either that, or alter the skill so that the higher it is, the greater the ability to penetrate spell resistance (more than it is now) and perhaps make it increase the likelihood of hitting for maximum or near max damage with spells as well.</p><p>As it is now, I have seen almost no benefit from going from 450 to near 1000 disruption.</p>

Encantador
07-19-2011, 08:53 AM
<p>Why +focus ? Do you get interrupted much ? Even if you do would more focus stop the interrupt ? I very much doubt it.</p>

urgthock
07-19-2011, 11:13 AM
<p><cite>Encantador wrote:</cite></p><blockquote><p>Why +focus ? Do you get interrupted much ? Even if you do would more focus stop the interrupt ? I very much doubt it.</p></blockquote><p>Upcoming mechanics changes will allow you to cast a spell while moving (how much is still not know) if your focus skill is over the cap.</p>

Gungo
07-19-2011, 02:10 PM
<p>Upcoming mechanics changes will also make disruption better as well.</p>

theriatis
07-21-2011, 09:33 AM
<p>Hi,</p><p>do you have a Direct Link ?</p><p>Regards, theriatis.</p>

Banditman
07-21-2011, 09:38 AM
<p>Read the Fan Faire coverage, eq2wire has some good information.</p>

theriatis
07-21-2011, 09:59 AM
<p>Hi,</p><p>i know its in there somewhere but reading the whole package - thats for later, so i asked for a direct link <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

urgthock
07-21-2011, 11:00 AM
<p><cite>theriatis wrote:</cite></p><blockquote><p>Hi,</p><p>i know its in there somewhere but reading the whole package - thats for later, so i asked for a direct link <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>I did you one better, I read it for you. You can trust me.</p>

Trensharo
07-21-2011, 11:31 AM
<p><cite>Gungo@Crushbone wrote:</cite></p><blockquote><p>Upcoming mechanics changes will also make disruption better as well.</p></blockquote><p>Telling us how or giving us a source would be helpful... ... ...</p>

Rick777
07-21-2011, 12:48 PM
<p><cite>Trenshero@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Gungo@Crushbone wrote:</cite></p><blockquote><p>Upcoming mechanics changes will also make disruption better as well.</p></blockquote><p>Telling us how or giving us a source would be helpful... ... ...</p></blockquote><p>I'd be curious too, I read thru all of the coverage on eq2wire and didn't see any mention of this.</p>

Loranthala
07-21-2011, 01:34 PM
<p><a href="http://eq2wire.com/2011/07/09/live-blog-eq2-panel-5-mechanics/">http://eq2wire.com/2011/07/09/live-...el-5-mechanics/</a> Mention is right here, right near the top where they discuss stat changes.</p>

daray
07-26-2011, 12:08 PM
<p><cite>Morghus wrote:</cite></p><blockquote><p>Can we please have this replaced with +focus in light of the changes coming? As it is, this skill is almost completely worthless.</p><p>I can reach near 1000 disruption and still get back-to-back resists on raid mob adds the moment they spawn unless they receive debuffs promptly.</p><p>Either that, or alter the skill so that the higher it is, the greater the ability to penetrate spell resistance (more than it is now) and perhaps make it increase the likelihood of hitting for maximum or near max damage with spells as well.</p><p>As it is now, I have seen almost no benefit from going from 450 to near 1000 disruption.</p></blockquote><p>+1.</p><p>With the focus mechanics changes coming (and the itemisation revamp), now might be the best time to have some +focus itemised onto gear to some degree.</p><p>The skills cap, unless it changed recently, is still 6.5 * Level (i.e. 585 @ Lvl 90), so anything over that is going to be worthless anyway. From what I remember reading from a dev a few expansions ago, increasing your disruption from 5 * Lvl (450 @ 90) to the hardcap of 585 at Lvl 90, only resulted in a 20% reduced chance to be outright resisted. In practice though, you are right, it seems to have a negligible impact on resists.</p>

Gungo
07-26-2011, 05:07 PM
<p>Overcapping focus will prevent interupts from movement.Overcapping disruption will increase the low end variance of spell damage. Overcapping weapon skills will increase the low end variance of CA's.</p><p>Which I still dont understand how that helps since crits are already limited to max+1 damage.</p>

Xalmat
07-26-2011, 05:13 PM
<p><cite>Gungo@Crushbone wrote:</cite></p><blockquote><p>Which I still dont understand how that helps since crits are already limited to max+1 damage.</p></blockquote><p>If the low end variance of your spells/CAs * crit bonus is more than max+1, then your minimum crit goes up.</p><p>For example, if you have a CA that does 1000-1500 damage, and your base crit bonus is 1.3, your unadjusted crit range is 1300-1950. However since 1300 is less than 1500, your adjusted crit range is 1501-1950.</p><p>If you raise your crit bonus to 1.6, then your unadjusted crit range is 1600-2400. Since 1600 is more than 1500, your minimum crit damage isn't 1501, but 1600.</p><p>If theoretically you kept your 1.3 crit bonus, but your low end CA variance was reduced from 1000-1500 to 1200-1500 (assuming your top end did not change), then your minimum crit damage becomes 1200 * 1.3, or 1560. Since 1560 is more than 1500, your crit range would be 1560-1950 instead of 1501-1950.</p><p>Not to mention it would help out non-crits all across the board.</p>

Gungo
07-26-2011, 05:23 PM
<p><cite>Xalmat wrote:</cite></p><blockquote><p><cite>Gungo@Crushbone wrote:</cite></p><blockquote><p>Which I still dont understand how that helps since crits are already limited to max+1 damage.</p></blockquote><p>If the low end variance of your spells/CAs * crit bonus is more than max+1, then your minimum crit goes up.</p><p>For example, if you have a CA that does 1000-1500 damage, and your base crit bonus is 1.3, your unadjusted crit range is 1300-1950. However since 1300 is less than 1500, your adjusted crit range is 1501-1950.</p><p>If you raise your crit bonus to 1.6, then your unadjusted crit range is 1600-2400. Since 1600 is more than 1500, your minimum crit damage isn't 1501, but 1600.</p><p>If theoretically you kept your 1.3 crit bonus, but your low end CA variance was reduced from 1000-1500 to 1200-1500 (assuming your top end did not change), then your minimum crit damage becomes 1200 * 1.3, or 1560. Since 1560 is more than 1500, your crit range would be 1560-1950 instead of 1501-1950.</p><p>Not to mention it would help out non-crits all across the board.</p></blockquote><p>Thanks I didnt think of it that far through.</p>