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josiahiyon Arc User

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josiahiyon
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  • Sunburst w/ the knockback is one of the best DC skills in PVP. Without the knock back, it is basically useless in pvp. Thus, allowing to either (1) do 0 damage but knock back further or (2) do more damage but don’t knock back is an ideal solution. This solution is a perfect example of how feats should be used, and is…
  • Just leave default sunburst as-is, but change the feat choices for it to be something like (a) sunburst knocks back twice as far, but does no damage or (b) sunburst does not knock back, but does 2x damage.
  • I can appreciate the rationale for leaving off percentages. Consider, for example, pvp. For pvp, your critical chance will change based on each person you go against. Could consider an adjustable-stat target dummy, and/or a drop down where u can pick from enemies you have recently gone against. Then show the percentages…
  • Not fully fleshed out, but nonetheless, here are a couple suggestions that try to address issues mentioned: Suggestion 1: make Mendicant’s Judgement talent also cause the heal from bastion to decrease. Suggestion 2: give some damage reduction when using the tab mechanic
  • I have leveled an arbiter to 80, using mostly thefabricant’s (sharp edge) posted build and playstyle. Still have a lot to test, but mostly enjoying the changes. 1 thing I have found frustrating: the tab mechanic itself feels bad to use. It’s slow, not fun, not fluid, doesn’t feel like the action combat that makes this game…
  • Some comments on Group Stat @rgutscheradev:* Very few currently use it, suggesting something is wrong * current bug #1: when you die, you lose the group stat buff. Have to get your whole party together again and swap on / off the boon to get the full buff. This is very bad in pvp. * current bug #2: if a party of 5 picks…
  • Are you saying that all existing campaigns will be able to be bought out next mod, or just that the current campaign buyout options should be able to be purchased "if any, non-repeatable, portion of them is incomplete"? @"noworries#8859"
  • > @pando83 said: > Reducing self-healing while keeping dc/op ability To make The team survive more, should be the key. Less self-healing means groups need a dc/op To survive more. At The same time dcs/ops would become less immortal due To The reduced effect of their heals on self. So a team with no dc/op will be able to…
  • After testing and discussing the latest changes with many players in the community, I suggest the following for mod 12: @rgutscheradev * Drop Arpen resistance to 40%. This should make it consistent with your long-term goal of 200:1. Reason: the 200:1 only applies to the arpen stat, and thus doesn't impact boons and ability…
  • I just double checked live using a few scenarios similar to those you tested in that link above. I think there may be an issue with the data in your first arpresist + crit scenario (31/31/42/11/11.7). I tested a similar scenario on live and both of our formulas correctly predicted the outcome to within 1 % (rounding, i…
  • Considering that your formula and my formula produce the exact same results, I assume that we're both doing and talking about the same thing.. but saying it differently. I honestly don't understand what you are saying. Do you think it is different than the 2 differences i explained above? Because those 2 differences…
  • Thanks for posting that data @bvira. I bounced my updated formulas up against your data, and confirmed they are still accurate. However, I don't think your conclusion is correct. "The major difference now is that no matter how high your arpen is, the base Tenacity DR cannot be mitigated where in the past you could." The…
  • When we say 100:1, we are ignoring the diminishing return impact (for simplicity). When we say 400:1 in pvp, we are keeping the above simplification and incorporating the ~75% tenacity Arpen resistance that is on live for bis toons. I think this has been stated several times in this thread, so hopefully it is clear by now.
  • Exactly. The proposed 50% Arpen effectiveness will be a nerf to tank dr-classes like DC, GWF, and OP. It will increase number of deaths. I support this, even though it is a nerf to my class.
  • > @xsayajinx1 said: > 400:1 is practically wrong on live because you can overpenetrate with the armorpen stat due to a so called bug. > > Ayroux took these numbers as proof that BiS can kill BiS on live - the wrong numbers... I don't agree to "balance" after practically wrong numbers. 400:1 is again WRONG on live. Doubling…
  • That is irrelevant to your point that live is 100:1. You are factually incorrect. Live is 400:1 for bis. And my math accounted for the bug fix when it was first posted. This bug fix helps low dr players and classes, but doesn't help tanky targets. With this change, you will now have a tough choice to make - do you build…
  • Stopped reading after the first line. Arpen tenacity on live is ~ 75% for bis toons, which means the curve is effectively 400:1 on live in pvp. Making Arpen tenacity 50% is a net increase in damage to bis toons and an increase in EHP for new players without tenacity. Good change.
  • > @ayroux said: > What's weird is right now ARP in PVP (on live) IS 400:1!!..... yet somehow people still die... including DCs too. You guys might find it hard to believe that someone who doesn't stack 200%+ RI can kill a DC, but the trick is to CC them out of things like AS :) > > So a 300:1 is even less than LIVE...…
  • First glance, good changes and I look forward to testing them more this weekend. The Arpen change and piercing changes will both help gwf relative to current ptr. Less 1shot SEs that they can't dodge. As you mentioned earlier in the thread, tr damage may be too low after this change. And maybe HR. Will see this weekend.
  • We still have an open gauntlet spot. If your guild is looking for an active discord-based pvp/pve community with minimal rules, send us a message!
  • We still have an open gauntlet spot. If your guild is looking for an active discord-based pvp/pve community with minimal rules, send us a message!
  • Chaos is an excellent, well run guild. Bunch of fun people to play and talk with :)
  • I am having trouble following this conversation. What are people debating? Leaderboard fix would be good. Sure, why not? Adds a bit of epeen reward. However, I don't think private q should count towards leaderboard. Looks like it doesn't count towards leaderboard on ptr, so that's good. Primary Reason: anyone can q 1v1 for…
  • Yes, and which classes benefit the most when deflection becomes more important than dr? The low-dr classes. Astral shield and Hallowed ground can't be changed to give deflection. Foresight can't be changed to give deflection. DR becomes effectively worthless on the ptr, which means DR buffs are worthless. Right now, if the…
  • > @niadan said: > If you want to see real chaos and anarchy in the PVE community, mess with Arp. And that's appropriate. No pve Arpen change should be made without an offsetting change to mob dr. The developer already Said this won't be happening in mod 12, so don't worry :) This same principle applies in pvp. Removing…
  • Another option, if it is easier: remove Arpen resistance, make Arpen 300:1 in pvp but leave it 100:1 in pve for the short term (mod 12).
  • we ran a few private q dominations on ptr, and they did not show up on the leaderboard.
  • What types of things could be changed before the changes on the ptr go live? i.e. is the removal of tenacity arpen suppression up for reconsideration? Rather than give everyone 0%, it would be better for balance to give everyone somewhere between 60% and 75% AP suppression. Absolutely agree on fixing the damage formula…
  • Thanks for the response! Interesting thoughts on piercing. That's a very touchy subject, and I think you will find strong opinions on both sides of that spectrum. No doubt some will be posted here shortly. I agree that moving to 200:1 or 300:1 is too drastic a change in pve right now. The problem, however, is that removing…