|
Notices |
![]() |
|
Thread Tools |
![]() |
#151 |
Loremaster
Join Date: Jul 2005
Location: Hades
Posts: 81
|
![]() Just have to say it seems you all have learned some hard lessons. First off it was very admirable of SOE to finally come out in the open with changes BEFORE the release of an expansion (unlike some items done in SWG) and it was nice to see the talk about fears in a combat change system talked about in first paragraph. Having extensively read what was written I don't really see this being a bad thing, so my fears have really been put aside and I think this will indeed do some good. However the math must be wrong on skills dont we gain 5 points per level not 1? I also like to see that avoidance users like me might actually start being useful again in fights instead of seeing a 70%+ avoidance act more like 30-40% dodge chance.
|
![]() |
![]() |
![]() |
#152 |
Loremaster
Join Date: Jun 2005
Posts: 164
|
![]() Forgive me if this was already asked since I really only had the time to skim through most of these pages. With the increase in the stat cap will the way CAs scale be looked at as well? Here is an example of what I mean(not exact numbers, just top of my head): At lvl 60 with a stat cap of 440 STR, Sniper shot M1 does about 8600 damage max. When the level was raised to 70 and the cap to 510, Sniper shot went from doing 8600 dmg at 60 with 440 str to 7900 at 60 with 440 str. So in order to get back to doing 8600 dmg max I had to increase my stats back to the cap just to do the same damage I was before. So my fear is this will not be changed and with an increase in stat cap to 1070, this skill would drop from 8600 dmg again to half that. Granted the example I chose does not have an upgrade in T7 but that does not change the fact that any CA received prior to level 70 will decrease in damage as you level unless you gain more stats. So it's not really an sense of character progression trying to reach the stat cap just to regain what you already had.
__________________
![]() |
![]() |
![]() |
![]() |
#153 |
Loremaster
Join Date: Dec 2004
Posts: 39
|
![]()
Any chance we can get a graphical representation of stat caps vs current stat level like for Harvesting and Adventure in the Skills interface? This would obviate the need for people to wonder about formulas and make it a lot easier to set yourself up for your current project if you could see the effect on a bar chart.[My apologies if this has been said, the thread has gotten very long and I confess I didn't read every single reply.]
|
![]() |
![]() |
![]() |
#154 |
Loremaster
Join Date: Nov 2004
Posts: 324
|
![]() From the perspective of casters, I see the following improvements:
My confusion is the actual spell resists, as it pertains to PvP.
The first sentence reads as if the cap for resists is essentially doubling, making the resist percentage drop if your resist numbers were the same they are today as they are after the changes are made. I've got a 70 conj who caps his resists for a particular element by hitting around 5000ish. Message Edited by JamesRay on 09-29-2006 06:51 AM |
![]() |
![]() |
![]() |
#155 |
Loremaster
Join Date: Nov 2004
Posts: 7,459
|
![]()
One question I've not seen answer yet, but I think needs to be:We understand that the break even point for mitigation is currently set to 4000 for a L70 character. What we do not see is where the SECOND intersection of the graphs occurs - this is to say, where is the "sweet spot" that we need to reach in order to begin receiving BENEFIT from the new curve?The nerf zone starts at 4000 mitigation, where does it end?
__________________
![]() |
![]() |
![]() |
![]() |
#156 |
Loremaster
Join Date: Nov 2004
Posts: 308
|
![]()
Here here!
__________________
![]() |
![]() |
![]() |
![]() |
#157 |
Loremaster
Join Date: Mar 2005
Posts: 713
|
![]() To cap your skills in the current system, you need to gain 1 skill point per character level to reach the cap ontop of the base skill. So basically, it was 6 x [character level] = Skill cap. With the new system, you will have to gain 1.5 skill points per character level ontop the base skill, so the new cap is 6.5 x [character level] = New Skill cap. So at level 70, the new skill cap would be 455 instead of 420.
__________________
__________________________ Yukia, Darathar's bruiser - Retired Ajeco, 70 Splitpaw bruiser - Retired Ezahia, dirge of Validus, Splitpaw |
![]() |
![]() |
![]() |
#158 |
Join Date: Nov 2004
Posts: 215
|
![]()
That's what I'm wondering also. Right now I'm past 4K mitigation, but I'm not up to the uber mitigation yet. So, I'll be effectively nerfed, plus any increase I get will have diminishing returns, so it'll be harder for me to catch up to the ubers. I primarily solo, and yes I can take out lots of heroic mobs (non nameds) so I guess I'm one of the people the nerf was aimed at. Now, I can deal with the nerf if there is decent items that I can get to get me out of the nerf zone. But, it looks to me like I'll have to raid to get anything better than I have now, and it'll take me quite a while to get caught back up now. Right now the only reason I log on is to work on stuff like the claymore quests, solo content/items sucks so I'm stuck killing heroics for any kind of challenge or reward. If I get nerfed so that I can't kill heroics anymore, and they don't add worthwhile solo content (along with worthwhile items), looks like it'll be the end of the game for me. ![]()
__________________
Drayden 70 Berserker/ 44+Tailor The Brethren Kithicor Server |
![]() |
![]() |
![]() |
#159 |
Loremaster
Join Date: Dec 2004
Posts: 560
|
![]()
We will observe an improved effect of raw mitigation from 1 to 4000, with the greatest improvements being near the low end, while around the 4000 mitigation mark, the effect of raw mitigation will end up at the same level it currently is for the equivalent raw mitigation. That is to say, at 70th level vs a 70th level mob, 4000 mitigation will mean about 4000/70 = 57% mitigation effect. After the changes go live, in order to achieve 80% mitigation effect at 70th level vs a 70th level mob, you will have to sport no less than 150 * 70 = 10,500 raw mitigation. Compare that to the 5600 raw mitigation currently needed to achieve the same effect. Obviously, nobody is going to reach that anytime soon, which is part of the point of the changes: buffing mitigation to the fullest extent will again mean something, as will mitigation gear upgrades, both now as well as in future expansions, without having to raise the level cap--and thank heaven for that. At any rate, to answer your question, the "nerf zone" for mitigation and resists ends at the new mitigation cap: 150 * 70 = 10,500 vs 70th level mobs, even higher for 70+ level mobs. Message Edited by aislynn00 on 09-29-2006 07:17 AM
__________________
Karnoz Deviation Splitpaw |
![]() |
![]() |
![]() |
#160 |
Zombie Aardvark
Join Date: Nov 2004
Location: Fort Worth, Texas
Posts: 453
|
![]() thanks Gaige! all this math is killing me, as i'm not really that good in it or good at trying to decipher what they were trying to do. but this makes sense! ![]()
__________________
![]() |
![]() |
![]() |
![]() |
#161 |
General
Join Date: Mar 2005
Posts: 21
|
![]()
Just to be clear the nerf area in the graph is just a comparison to the existing system.If mobs are no long "designed as if the caps have been hit" and are scaled to the new model then this "nerf" is meaningless.It really depends on what SOE do with the mobs.[Opinion]I anticipate they will be changing the raid mobs slightly but may leave the heroic/solo mobs alone. If that is the case it may become slightly harder for the raid equiped melee types to solo heroics (as they will tend to sit in the nerf area for some of their stats - mitigation/str/agi/etc.)[Caster's don't use the combat mechanics to solo heroics - they use mob management skills so with the no fizzles may actually be more reliable][/Opinion] -Slic.
__________________
![]() |
![]() |
![]() |
![]() |
#162 |
Loremaster
Join Date: Sep 2005
Location: Reading, England
Posts: 2,309
|
![]()
Overall these changes look good, but I have a few specific comments
|
![]() |
![]() |
![]() |
#163 |
General
Join Date: Mar 2005
Posts: 21
|
![]() As far as I am aware the curve is still applicable for mitigation (just change the 40% to 4000)It was intended to be a general representation of a diminishing reward curve with the explanation of the current mechanics. -Slic. Message Edited by AChampion on 09-29-2006 07:38 AM
__________________
![]() |
![]() |
![]() |
![]() |
#164 |
Loremaster
Join Date: Nov 2004
Location: behind you, stealthed.
Posts: 876
|
![]() interesting. thx. |
![]() |
![]() |
![]() |
#165 |
Loremaster
Join Date: Dec 2004
Posts: 560
|
![]() So, you actually believe that the developers would make it possible to achieve more than 80% mitigation effect? If so, you are setting yourself up for disappointment.
__________________
Karnoz Deviation Splitpaw |
![]() |
![]() |
![]() |
#166 |
Loremaster
Join Date: Dec 2004
Posts: 13
|
![]()
Will we be seeing any class balancing as a result of these changes? I potentially see some class balancing issues that might arise. For example, I play a mystic and with excellent gear I can barely make the wis cap because I do not have a self wis buff. Compared to say a Fury/Templar/Warden so have some type of wisdom self buff (and can exceed the current wis cap easily), this might cause a disparity in power pools. I am not saying this would happen but it seems some thought needs to be given to this and different subclasses have different buffs and with stats caps changing there is a possibility of unbalanced situations. Maybe other people can post examples they can think of based on the subclass they play. Thanks in advance if a response is posted. Ceoin Sorrowpalm Troops of Doom Guk Server
|
![]() |
![]() |
![]() |
#167 |
Loremaster
Join Date: Nov 2004
Posts: 1,144
|
![]() Gallenite: Hopefully, you've looked into the stats on the relic gear and will adjust them accordingly. For example, some Scout relic gear doesn't have any STR or INT on them. For now this isn't a big problem becuase we can manage to reach the max for STR pretty easy and get to a somewhat respectable INT level. If the cap is raised to the level proposed, you essentially have just made this gear worthless. If you haven't look into this yet, please do.
__________________
Leader of the vast right-wing conspiricy... Hiding from the world's smartest woman in a bunker under a Hooter's restaurant. |
![]() |
![]() |
![]() |
#168 |
Loremaster
Join Date: Nov 2004
Posts: 60
|
![]() Is anyone else concerned that this change is tied to a fixed release date, independent if it’s ready or not to be deployed? Thanks Gallenite for the heads up. Next step, I guess, is to give all interested people access to beta and look at their feedback. I assume that some of the given facts are kind of vague because everything can be subject of change, am I correct? For example: the slope (shape) of the different curves will be up to tuning based on the data gathered in beta? |
![]() |
![]() |
![]() |
#169 |
Loremaster
Join Date: Nov 2004
Posts: 60
|
![]()
I think the changes are made in regards to future gear, not retrospective to the existing gear. I think you can expect some amazing items lined up with the next expansion and you may not like to miss it. |
![]() |
![]() |
![]() |
#170 |
General
Join Date: Mar 2005
Posts: 21
|
![]() I deliberately did not put numbers in the graph.Using SOE's terminology of survivability (as the 80% is sort of meaningless without interpretation) I believe SOE is proposing having high survivability than today as you approach the limits of the new model. The break even point is 4000 mitigation between the two models but the total potential benefit (survivability) is greater as you approach the new mitigation maximums (as depicted in the graph).Note: The graph is not to scale and is just illustrative. -Slic. Message Edited by AChampion on 09-29-2006 08:25 AM
__________________
![]() |
![]() |
![]() |
![]() |
#171 |
Loremaster
Join Date: Nov 2004
Posts: 109
|
![]() Well, this looks like a decent nerf to my non-raiding toons. Some of them are at cap for their primary damage stats. Now their nukes and combat arts will do much less damage. I imagine the solo mobs in the new expansion will be tuned towards an average player like me. However, as my past experience has shown me, old world mobs will take forever to be tuned down. Bottom line is, if I do not buy the expansion, I will be out of luck for a while. Old untuned content will be much more work to kill, and the small team at soe can only work so fast.
__________________
*** L80 Necromancer, Inquisitor, Bruiser, Berzerker, Defiler *** *** L80 Sage, Alchemist, Armorer, Jeweler, Tailor *** |
![]() |
![]() |
![]() |
#172 |
Loremaster
Join Date: Dec 2004
Posts: 16
|
![]() Maybe I am mistaken and maybe this is covered in this long and complex set of threads but the following is stated – Casting Skill
Focus Skill
I was under the STRONG impression Casting Skills and Focus were [ 5 * Level] already not 1 ?? What direction is this going and what is the real change to this as it will place a lvl 70 from the current base of 350 for skills of subjugation, focus, disruption, ordination, ministration as well as all weapon skills to a new base of 105? Can we get some clarification on this and if its not these skills can we get an understanding of what these will cover? Message Edited by Tobby on 09-29-2006 08:38 AM
__________________
Leader - Enlightened Dark - Unrest Things are not always as they first appear - Judgement is most often made by what you know Not what is Possible, Death comes quick to the young and foolish |
![]() |
![]() |
![]() |
#173 |
Loremaster
Join Date: Nov 2004
Posts: 26
|
![]() All stats capped and nothing left to do ( your class is what it is and not much you can do about it) Vs. Having to make a decision which stats to focus on because there is no way anyone will cap all stats.
To me this concept has potential.. Seems that if a Monk wanted to be basically a dps class then he could decide to focus on those stats and effectively make a noticable difference in how his toon performed. Oppositely if he wanted to be a raid tank the he could focus on mit stats and be able to make a noticable change in that direction. He would have to suffer in some other stats to make up for the advantages he gained. Same would apply for any class which woulld in my opinon create more diversity.
As for narrowing the gap between the fabled and legendary cant see it happening much. Even though there is a curve now, it still boils down to better gear makes things easier. The uber guilds and players will continue to be ubers becasue they will have the best gear and they will have access to gear that others dont.
I look forward to the changes just because its different.
__________________
Siren Mystic of the 70th season 70 th Sage Decendant of Mecrushu {68 War on the Rathe} The once proud Slayer of the gods Is now a LVL 61 Quill making slave of his older sister. |
![]() |
![]() |
![]() |
#174 |
Loremaster
Join Date: Nov 2004
Posts: 133
|
![]() If skill A at 520 str does 1000damage, will it now do 2000 damage at 1040str?
__________________
Vertigo, Everfrost Ranger Merry Christmas!!! |
![]() |
![]() |
![]() |
#175 |
Loremaster
Join Date: Apr 2005
Posts: 3,217
|
![]() MARR bless You!MARR bless You!MARR bless You!MARR bless You!MARR bless You!MARR bless You!MARR bless You!MARR bless You!MARR bless You!MARR bless You!MARR bless You!MARR bless You! |
![]() |
![]() |
![]() |
#176 |
Loremaster
Join Date: Nov 2004
Location: Florida
Posts: 278
|
![]()
Thank you! Although my Monk tanks very well (save for Epics), I look forward to these changes!-prodigus
|
![]() |
![]() |
![]() |
#177 |
Lord
Join Date: May 2006
Posts: 7
|
![]()
Looks good for a start, casual players can take a bit more till the break point and raiders can become even tougher although harder.I wonder if the new caps will be reached with adorements...
|
![]() |
![]() |
![]() |
#178 |
Loremaster
Join Date: Jun 2005
Posts: 362
|
![]() I am not sure if I like what you are proposing or not. I can understand the diminishing returns curve. My issue is with the statement above. So, you are going to address mitigation and damage output then change the creatures to account for the mitigation increase you just did? This implies that you are going to boost creature damage output. Creatures already do substantial damage. How will this affect soloability?I am suprised by the majority of players are walking around being stat capped. Yeah, if they are raiders they might be but I find it hard to believe that typical players are. |
![]() |
![]() |
![]() |
#179 |
Loremaster
Join Date: Feb 2006
Posts: 10
|
![]() My one worry here is that new haste caps would mess up weapon delay and the possibility to time CA's so they can hit in between auto attacks. If this happens it would hurt rogues dps pretty bad. |
![]() |
![]() |
![]() |
#180 |
Loremaster
Join Date: Mar 2005
Posts: 713
|
![]() Solo creatures are fine and will be left alone imo. If you'd read the whole post carefully, you'd realize that it's the nameds and the epics that will be readjusted. It's them that did crazy ammounts of damage to make plate tanks with their mitigation suffer somewhat.
__________________
__________________________ Yukia, Darathar's bruiser - Retired Ajeco, 70 Splitpaw bruiser - Retired Ezahia, dirge of Validus, Splitpaw |
![]() |
![]() |