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View Full Version : Maladroit still useless


PhabiusBile
09-15-2011, 05:52 AM
<p>Just wondering if there is a plan to change this into something usefull ever.</p><p>I thought that was the whole point of the AA revamp.</p><p>Currently Maladriot reads</p><p>Decreases Multiattack of target encounter by 5.</p><p>That seems a little ridiculous seeing how it caps out at 600 now.</p><p>This might actually be useful is it was a percentage like 25%.</p>

luinnil
09-20-2011, 01:37 PM
<p>It'd be nice if this was better but the other three are nice enough that I can't complain too much about maladroit continuing to be completely not worth taking.</p><p>If they were going to poke at one of the endlines I'd rather they fixed Punishments to parse for the Inquisitor directly (And Inquisition too) and use our CB and Potency.  I think Punishments gets undervalued by people because it's hard to parse (especially with multiple Inquisitors) but making our best damaging two spells also do any healing at all is still pretty nice.</p>

S_M_I_T_E
09-27-2011, 02:09 PM
<p>I made a suggestion about the Detriment endline when the Wis line was being modded. </p><p>I guess they figure right now there's enough flexibility in how we can spend our 300pts and they'll just leave it broken so that it may be made 'available' for a 'new' effective mechanic TBA an expansion or two from now.</p><p>Maybe when CM or CC gets rediculous, everyone will have to have an Inq in their group or raid to debuff 25% CM or CB or CC of a mob using the then updated Maladroit.</p><p>Also, it would be extremely helpful if Stat debuffs were made clear across the board: Solo, Heroic, Raid. </p><p>How much is -Stat really?  Do mobs have a linear drop?  Do they have a 'floor' that no additional debuffs can apply to said stat?  Does someone who holds 2 red adorns with a -168 Int and a -168 Str with full debuff AA chosen in all trees (they nicely sum up to adorn level values for Wis Str and Int deductions from our class) to stack class stat buffs on top of that really reduce mob damage output by a tangible value that isn't convoluted and requires reverse engineering to actually find?</p><p>Debuffs needed to be labeled as how much -%DPS or -% Health they are worth no matter what mechanic is at work (hit rate, hardness of hit, frequency of hit, etc.).  -168 Int should clearly say = -6.6% potency on Caster Mob or something we all can relate to.  168 didn't come out of thin air and it was chosen as a value for a reason so the Reds have just failed to communicate it's true value. </p><p>Maladroit can't be made of clear value until the way in which debuffs are labeled and communicated to the community is changed.</p>

LardLord
09-27-2011, 03:24 PM
<p>Raid mobs generally only have ~10% MA, and cutting the number of MAs you see in half isn't too bad.</p><p>If you're talking PvP, then I agree it's useless, but sadly, PvP has been almost completely destroyed over the last several years. </p>

luinnil
09-27-2011, 08:02 PM
<p><cite>Quabi@Antonia Bayle wrote:</cite></p><blockquote><p>Raid mobs generally only have ~10% MA, and cutting the number of MAs you see in half isn't too bad.</p><p>If you're talking PvP, then I agree it's useless, but sadly, PvP has been almost completely destroyed over the last several years. </p></blockquote><p>This is not my experience with raid or heroic mobs in DoV, where are you getting this from?</p>

LardLord
09-28-2011, 02:25 PM
<p>The Special Attacks Report from Advanced Combat Tracker.</p>

luinnil
09-28-2011, 02:28 PM
<p>I'll have to take a look at that then, I just took a quick peek at the incoming slash/crush/whatever damage on the tank instead and it looked like about 40-50% of attacks had an extra doubled up at the same exact time which I assume was multi-attack.</p>

PeterJohn
10-13-2011, 03:25 PM
<p><cite>luinnil wrote:</cite></p><blockquote><p>I'll have to take a look at that then, I just took a quick peek at the incoming slash/crush/whatever damage on the tank instead and it looked like about 40-50% of attacks had an extra doubled up at the same exact time which I assume was multi-attack.</p></blockquote><p>On ACT, you can look at the column that lists any special associated with the attack. You can see how many hits are multiattack versus say a flurry. I am not sure that column displays with the default ACT settings, you may have to add it on to your report.</p>

luinnil
10-14-2011, 01:13 PM
<p><cite>PeterJohn wrote:</cite></p><blockquote><p><cite>luinnil wrote:</cite></p><blockquote><p>I'll have to take a look at that then, I just took a quick peek at the incoming slash/crush/whatever damage on the tank instead and it looked like about 40-50% of attacks had an extra doubled up at the same exact time which I assume was multi-attack.</p></blockquote><p>On ACT, you can look at the column that lists any special associated with the attack. You can see how many hits are multiattack versus say a flurry. I am not sure that column displays with the default ACT settings, you may have to add it on to your report.</p></blockquote><p>Thanks, I've been a lazy ACT user and am now getting my eyes opened to all sorts of new features.</p><p>I'm still going to say Maladroit is pretty useless, even if mob double-attack is pretty low.  Regardless of how much multi-attack the mobs have it's about the same amount of damage prevented.  Maybe my tune would change in HM Drunder but only the trash mobs and spells like Sullon's Rageforce/slam (or actual death touches like Touch of Tyrax) pose a real threat to the tank's health.</p>