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PTS Update 7/2 TK Update Build FC.20.20110701a.0

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ok, i'll bite.
    Why 1.2 for Ego, but 1.1 for Dex? :confused:

    Why not 1.2 unilaterally?

    Because we want to buff Ego more. Dex is effectively also getting a minor buff (as a base stat, not counting any potential loss in interactions with crit based procs) with these changes now. And that formula is just to calculate their contribution into the actual curve for Crit Chance or Crit Severity, which don't use the same formula. It's nice and confusing. :)
    oddTodd wrote:
    I interpret the formulae to mean your potential crit chance is 20% higher than on Live, and your potential Crit Severity is 10% higher. Or something like that.

    This is not how it works. Previously, only Dex and Crit Rating went into the diminishing returns calculation for Crit Chance. They both went in at an equal value of 1. Now, Dex, Ego, and Crit Rating all go into it. Dex goes in at a value of 0.9 per point of Dex, Ego at 0.3, and Crit Rating at 1. That number is then fed into the Crit Chance curve for your level, and gives the Crit Chance you will have. This means you can now get further along that curve, but diminishing returns are still there.

    If you get way up into the high stat realm of say, 350 in each stat, you would previously have a 39.2% chance to crit. With these changes, it would put you at 42.4% crit instead. And if your gear is putting you at those levels... you're already well above the high points of the curve we expect most people to be in.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    And if your gear is putting you at those levels... you're already well above the high points of the curve we expect most people to be in.
    Might want to take a look at AoPM then ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Pantagruel wrote:
    It's not an undocumented change, it's a confusing change -- basically, on Live you're seeing the bonus for Crit Rating (Dex) going from 0 to 53. On Test, you're seeing the bonus for Crit Rating going from 60 (0.3 * Ego) to 96 (0.3 * ego + 0.7 * dex).

    You're saying the curve runs so retrograde that the 36 is worth that much more at the 60-96 part of the curve, because I thought crit chance per point of rating slumped baddly from 100-200?

    The tooltip is showing Ego contribution "on the bottom" and Dex contribution "on the top"?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Might want to take a look at AoPM then ;)

    SHHHHHHHH!!! :mad:\\:D//:mad:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Llesna wrote:
    Just one quick question though:

    Why are the two formulae different? What would happen if we had Crit Severity: determined by (Ego*0.9) + (Dex*0.3) + Critical Severity Rating ?

    Space-time rupture?
    Paradox?
    Zombies?

    The existing inequity between these stats would be perpetuated, simply at a higher overal level?

    Honestly, I'm astounded Dex is getting a buff at all.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Might want to take a look at AoPM then ;)

    I've gotten fairly close with just gear alone =D

    I've envisioned something like this was going to happen. I'm pretty sure this will be a good thing for most folks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    One criticism I hear about Dexterity is that it really only works for Critical themed builds and doesn't offer anything else where as all of the other characteristics really always have a use. While looking at Dexterity and it's functionality I wonder if it's possible to use it to modify a characters movement speed. It doesn't have to be a huge bump but something to add a little bit more mobility for having points in Dexterity.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Certified wrote:
    One criticism I hear about Dexterity is that it really only works for Critical themed builds and doesn't offer anything else where as all of the other characteristics really always have a use. While looking at Dexterity and it's functionality I wonder if it's possible to use it to modify a characters movement speed. It doesn't have to be a huge bump but something to add a little bit more mobility for having points in Dexterity.

    Having dex as a SS boosts your damage directly. Thats a pretty sigificant secondary effect for a superstat.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    There is more to the game than level 40 raids and PvP. So assuming that everything must be tweaked to benefit only those situations, or that those characters that are the only ones that matter, or are typical characters in typical scenarios is extremely short-sighted. Your elitism is showing again.

    Why would you tweak the game for low level's? Especially when you can get to 40 in less than a week? Why would you make changes to fit scenerios that have no real challenege (un- like the lvl 40 elite lairs)
    Its not really short sighted, its logical.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    DemonSiege wrote:
    Why would you tweak the game for low level's? Especially when you can get to 40 in less than a week? Why would you make changes to fit scenerios that have no real challenege ( like the lvl 40 elite lairs)
    Its not really short sighted, its logical.

    Counterpoint: The game should be balanced around people who can't manage to get a character past level 20 and spend 90% of their time at the tailor.

    Anything else is pure elitism.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Counterpoint: The game should be balanced around people who can't manage to get a character past level 20 and spend 90% of their time at the tailor.

    Anything else is pure elitism.

    Thats not a counter point thats a troll post >_<


    ....o wait.........

    *drops bag of carrots and walks across the bridge*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    DemonSiege wrote:
    Thats not a counter point thats a troll post >_<


    ....o wait.........

    *drops bag of carrots and walks across the bridge*

    Nah, trolling implies that I was trying to trick you into making an angry retort. I was just sarcastically commenting.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Hm, considering you fixed knock scaling on knock-up's may be it's time to fix haymaker's knock scaling too?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Counterpoint: The game should be balanced around people who can't manage to get a character past level 20 and spend 90% of their time at the tailor.

    Anything else is pure elitism.

    You joke, but this probably describes a large share of the paying customer base.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    The game should be balanced for ALL players, not just a certain select few.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    NikeOnline wrote:
    Could I trouble you for some real numbers rather than the conclussions? Namely, what is your Dex and Ego. What are your critchances and crit magnitudes Live and Test, and what are your mez resistances Live and Test?

    The change may not carry you above your personal "suckage threshold", but I'd like to know if the chance was a buff or not for an Ego-SS character. At the very least your Mez resistance should have went up - since that aspect of Ego hasn't worked at all since launch :rolleyes:.

    Slow to respond.. but:

    1) Summons do not get criticals threfore Nightmare, Collectiev will and Vortex are out.
    2) Ego blast has such a long timer on it to get the full power it's not worth the crit chance and IF you were to tap ego blast the damage is so minimal it doesn't benefit much from crits
    3) Ego Storm is likely the only power to use crit chance offensively and even still if its one of the first ticks it will not be enough damage to be significant and will likely just free the opponent giving them a hold resistence.
    4) Psionic healing suffers the same problem as Ego blast in the healing department

    5) the only real power to be improved with more criticals in EGO stat (which i was already Ego/Pre) is the Empathic Healing.

    Telepathy doesn't have powers that do direct damage at all... and thats just that set. Crit severity and increased crit chance isn't going to help it (even as the old suggested stat). I'd rather Ego increase hold strength than increase hold resistence, hold resistence is just for PvP.. so few enemies even hold you in PvE.

    I've already suggested many different game mechanics earler. to sum up the utility mechanics: Speed (movement and cast time), stealth, holds, energy, perception, resistences, buffs, debuffs.

    They can make any ONE of those tied directly to Ego and make the stat better. If it JUST improved debuff strength it'd be killer
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    The game should be balanced for ALL players, not just a certain select few.
    [Off Topic!!]

    Like end game content!?
    content that needs a team!?
    Content that a super-tank ™ ® can't solo!?
    End game content that encourages / requires teams!?

    [/Off Topic!!]
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Turmoil86 wrote:
    Content that a super-tank ™ ® can't solo!?

    An average team of 5 is less effective then a single supertank. Keep that in mind.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    oddTodd wrote:
    You joke, but this probably describes a large share of the paying customer base.

    It's definitely relevant. I still never see more than one instance of Monster Island, Lemuria or Vibora Bay, while there are more than a dozen Millennium City's most of the time. Most of the folks hanging around Ren Center aren't level 40, (many are, but not most).

    If more people were getting to 40 and running through the high level zones, there would be more instances of said zones. This would be a positive thing in terms of more Teleiosaurus and Qwyjibo spawns, and more CTP mats available in the AH.

    With the changes to STR/EGO it's starting to look more like EGO and REC should switch places on the upgrades template.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I really hope we get a retcon token with this update. Don't think I can afford to retcon my force character to take advantage of the Ego changes.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I really hope we get a retcon token with this update. Don't think I can afford to retcon my force character to take advantage of the Ego changes.

    They've already said they'll be giving out retcons to affected characters.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Awesome. :)

    Thanks for the reply.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    They've already said they'll be giving out retcons to affected characters.
    Dont' quote me, but i think due to the changes to stats, they're giving out global retcon's not power specific ones.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Dont' quote me, but i think due to the changes to stats, they're giving out global retcon's not power specific ones.

    Ame said they would be giving out retcons but also said they haven't yet decided upon the criteria to determine who would get one. But I agree, with the changes to stats they would have to be global retcons, at least for Force users.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ame said they would be giving out retcons but also said they haven't yet decided upon the criteria to determine who would get one. But I agree, with the changes to stats they would have to be global retcons, at least for Force users.

    Definately. Force users will have some pretty serious re-statting/gearing to do after this. Not a bad thing, really. I rather like having KB and energy gain from Sheath/Prot Field be tied to the same stat.
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