This is player's playstyle
Re: This is player's playstyle
That's actually a good idea, and I'd be willing to contribute as well.
Last edited by Azarael on Wed Oct 15, 2014 3:52 pm, edited 31 times in total.
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Re: This is player's playstyle
Alright, I'm swamped the rest of the day today, but when I get a chance I'll start to compile some data and we can look into a thread or Google Doc or something. 

Playing from Canada. Melee latency is real.
Areyk : WP 10/1 | Kaliboras : AM 10/5 | Greninja : Eng 10/1 | Doyourealize : BW 10/5 | Thatsmyfetish : RP 10/5 | Anklebiter : IB 1/1
Joyandkhaine : DoK 10/5 | Thiself : WE 9/1 | Glaiveheart : BG 5/1
Areyk : WP 10/1 | Kaliboras : AM 10/5 | Greninja : Eng 10/1 | Doyourealize : BW 10/5 | Thatsmyfetish : RP 10/5 | Anklebiter : IB 1/1
Joyandkhaine : DoK 10/5 | Thiself : WE 9/1 | Glaiveheart : BG 5/1
Re: This is player's playstyle
That's a long list to compile. Best of luck.
Fixing the Iron Breakers AOE issue has thoroughly gimped that class completely in this version of the game. I hope at least item stat functionality are coming soon. It will be one saving grace until all abilities are working. Tanks are desperately needed more than ever. Mainly because I like playing them
. The server has too many dps/healers running around wild and cocky. lol
If there are classes to be fixed. Look to DoK, WP, AM, Shammy, Engineer and Rune priest to be those classes.
The Rune Priests - Oath of Warding does massive spamming AOE damage instead of the AOE dot its intended to be. 191 per target
Engineer - Acid Bomb does massive spammable AOE damage over and over. Instead of the single target slash AOE dot its intended to be. 200+ per target
Shaman and Archmage - Bunch O' Waaagh and Searing Touch still has seemingly infinite range that doesn't break behind walls or objects.
Dok and Warrior Preists - Rend Soul and Divine Assault are just rediculous. " You strike the target up to four times over X SECONDS, dealing X DAMAGE per hit. Each hit heals your defensive target for 250% of the X DAMAGE that was dealt.This effect will end if you break your concentration, or run out of Soul Essence." 250%? This has to go. 239 per hit and insta-heal. Huh? Don't they do plenty of damage and heals without this? Yes

Fixing the Iron Breakers AOE issue has thoroughly gimped that class completely in this version of the game. I hope at least item stat functionality are coming soon. It will be one saving grace until all abilities are working. Tanks are desperately needed more than ever. Mainly because I like playing them

If there are classes to be fixed. Look to DoK, WP, AM, Shammy, Engineer and Rune priest to be those classes.
The Rune Priests - Oath of Warding does massive spamming AOE damage instead of the AOE dot its intended to be. 191 per target
Engineer - Acid Bomb does massive spammable AOE damage over and over. Instead of the single target slash AOE dot its intended to be. 200+ per target
Shaman and Archmage - Bunch O' Waaagh and Searing Touch still has seemingly infinite range that doesn't break behind walls or objects.
Dok and Warrior Preists - Rend Soul and Divine Assault are just rediculous. " You strike the target up to four times over X SECONDS, dealing X DAMAGE per hit. Each hit heals your defensive target for 250% of the X DAMAGE that was dealt.This effect will end if you break your concentration, or run out of Soul Essence." 250%? This has to go. 239 per hit and insta-heal. Huh? Don't they do plenty of damage and heals without this? Yes

THUMP - "MEDIOCRE!!" ...Who's laughing now?


Re: This is player's playstyle
One thing that needs to be fixed is that the Zealot's Mark of the Vortex needs to use the AoE handler, as that's a consistency issue much like the Ironbreaker AoE spam was. Fixing that will even up the AoE capability on both sides.
As for fixing the other issues... as the dev team do not claim that this alpha is anywhere near playable or enjoyable, nor do they have any obligation to patch individual issues in a generally broken game (because after all, they'd be at it forever given the current state of the classes), I would only propose very fast fixes, like changing the AoE ability handlers of Acid Bomb and its ilk to single-target damage over time. While that WOULD stop the AoE spam... it's only an option if Divine Assault and Rend Soul are adjusted - and there IS actually a problem with both abilities. This is the tooltip from my WP for Divine Assault at Rank 10:
(For comparison, Bludgeon's tooltip damage is listed as 129 and it hits for 166, so there's still something really out of whack with DA and RS even considering the existing issues with abilities dealing generally higher damage than stated in the tooltip.)
PS: Divine Assault and Rend Soul heal you for 350% of the damage you deal and they should hit four times, but only hit three times as the attack which should take place immediately when the ability fires is skipped. Strangely, even if the damage is mitigated by a shielding effect, the user still receives a 350% heal based on the damage prior to reduction.
As for fixing the other issues... as the dev team do not claim that this alpha is anywhere near playable or enjoyable, nor do they have any obligation to patch individual issues in a generally broken game (because after all, they'd be at it forever given the current state of the classes), I would only propose very fast fixes, like changing the AoE ability handlers of Acid Bomb and its ilk to single-target damage over time. While that WOULD stop the AoE spam... it's only an option if Divine Assault and Rend Soul are adjusted - and there IS actually a problem with both abilities. This is the tooltip from my WP for Divine Assault at Rank 10:
89 Spirit Damage, but my Divine Assault's actually hitting for 201. This is a massive difference and the whole reason why WPs and DoKs are ludicrously OP. I don't know where the damage values are stored or how much work it would be to update with the correct damage values as retrieved from the client, though. If it's not difficult to update solely those two abilities, that should be considered, imo.Divine Assault Rank 10 wrote:You repeatedly assault an enemy, attacking their very spirit and offering it up to Sigmar's will. You strike the target up to four times over 3 seconds, dealing 89 Spirit damage per hit. Each hit heals your defensive target for 350% of the damage that was dealt.
This effect will end if you break your concentration, or run out of Righteous Fury.
(For comparison, Bludgeon's tooltip damage is listed as 129 and it hits for 166, so there's still something really out of whack with DA and RS even considering the existing issues with abilities dealing generally higher damage than stated in the tooltip.)
PS: Divine Assault and Rend Soul heal you for 350% of the damage you deal and they should hit four times, but only hit three times as the attack which should take place immediately when the ability fires is skipped. Strangely, even if the damage is mitigated by a shielding effect, the user still receives a 350% heal based on the damage prior to reduction.
Re: This is player's playstyle
As for the DoK and WP ability information, I don't find 350% anywhere I look. Only 250%. I'd like to know how are you determining that amount? As for damage dealt that is determined by strength as far as I know, so unless you have max gear that number can go up.Azarael wrote:
As for fixing the other issues... as the dev team do not claim that this alpha is anywhere near playable or enjoyable, nor do they have any obligation to patch individual issues in a generally broken game (because after all, they'd be at it forever given the current state of the classes), I would only propose very fast fixes, like changing the AoE ability handlers of Acid Bomb and its ilk to single-target damage over time. While that WOULD stop the AoE spam... it's only an option if Divine Assault and Rend Soul are adjusted - and there IS actually a problem with both abilities. This is the tooltip from my WP for Divine Assault at Rank 10:
PS: Divine Assault and Rend Soul heal you for 350% of the damage you deal and they should hit four times, but only hit three times as the attack which should take place immediately when the ability fires is skipped. Strangely, even if the damage is mitigated by a shielding effect, the user still receives a 350% heal based on the damage prior to reduction.
Example here http://www.tentonhammer.com/node/47351
and here http://warhammer.gamepressure.com/war_a ... khaine.asp
As for fixes in general. I have never implied that the dev's are obligated to do anything for you, me or anyone here. I think that goes without saying that they don't. Please read all my posts, past and present. I have been here over 3 months. I am well aware this is a work in progress and a labor of love and I support it.
...Now.....with that beautiful speech is out of the way. Dev's..GET CRACKIN, you have over 91 people to make happy now.

As always keep up the good work. Here is a treat for you...enjoy

THUMP - "MEDIOCRE!!" ...Who's laughing now?


Re: This is player's playstyle
This is a 1.4.8 source http://waronlinebuilder.org/#abilities=dok; for you.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: This is player's playstyle
One of the official patches caused the client to display the final damage modified by Strength and weapon dps in the tool tip, rather than the ability base damage. That means that whatever you see in the tool tip should match the combat log exactly.
Never said you did. It was just a general comment outlining my own perspective on the issue.As for fixes in general. I have never implied that the dev's are obligated to do anything for you, me or anyone here. I think that goes without saying that they don't. Please read all my posts, past and present. I have been here over 3 months. I am well aware this is a work in progress and a labor of love and I support it.
Re: This is player's playstyle
and that is exactly what we are working on atm + career mechanicsAzarael wrote:One of the official patches caused the client to display the final damage modified by Strength and weapon dps in the tool tip, rather than the ability base damage. That means that whatever you see in the tool tip should match the combat log exactly.
after we got a good basis of the combat code
we will go through each class and fix all abilitys
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Re: This is player's playstyle
This is exciting newsnalgol wrote: and that is exactly what we are working on atm + career mechanics
after we got a good basis of the combat code
we will go through each class and fix all abilitys

That's cool and all, but how accurate is that as well? All these websites include the ones I have found are fan speculation. Was the amount actually increased in 1.4.8 to 350% from 250%? I mean ****...when was 100% not good enough? lolBozzax wrote:This is a 1.4.8 source http://waronlinebuilder.org/#abilities=dok; for you.
THUMP - "MEDIOCRE!!" ...Who's laughing now?


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- Posts: 36
Re: This is player's playstyle
re: delves, it's clear that the delves won't line up so long as combat mechanics are in flux, and there will likely be different coefficients for different stats (even though you would expect otherwise - at one point closer to WAR launch I built a delve calculator for the WH and had hammered out all of the ability coefficients).
Anyway, I know it would be a long list of abilities, but I think it's good to build it (obviously focusing on 1-10 for now) and maintain it as we go along. Should be useful for everyone. I'm going to start compiling some data tonight based on the in-game tooltips (delves will be replaced with 'x' and 'y' since they vary) and once I get something together and tidied up on a Google Doc in the near future I'll throw a link here for people to give feedback. If it all lines up I'll start and maintain a thread for it.
Edit: Actually, is there a good repository of existing ability text or anyone able to point me to a good way of dumping it? Would be easier than trying to pull it off a site or worst case scenario the in-game UI... (Edit 2: alright, SQL table, that might work).
Anyway, I know it would be a long list of abilities, but I think it's good to build it (obviously focusing on 1-10 for now) and maintain it as we go along. Should be useful for everyone. I'm going to start compiling some data tonight based on the in-game tooltips (delves will be replaced with 'x' and 'y' since they vary) and once I get something together and tidied up on a Google Doc in the near future I'll throw a link here for people to give feedback. If it all lines up I'll start and maintain a thread for it.

Edit: Actually, is there a good repository of existing ability text or anyone able to point me to a good way of dumping it? Would be easier than trying to pull it off a site or worst case scenario the in-game UI... (Edit 2: alright, SQL table, that might work).
Playing from Canada. Melee latency is real.
Areyk : WP 10/1 | Kaliboras : AM 10/5 | Greninja : Eng 10/1 | Doyourealize : BW 10/5 | Thatsmyfetish : RP 10/5 | Anklebiter : IB 1/1
Joyandkhaine : DoK 10/5 | Thiself : WE 9/1 | Glaiveheart : BG 5/1
Areyk : WP 10/1 | Kaliboras : AM 10/5 | Greninja : Eng 10/1 | Doyourealize : BW 10/5 | Thatsmyfetish : RP 10/5 | Anklebiter : IB 1/1
Joyandkhaine : DoK 10/5 | Thiself : WE 9/1 | Glaiveheart : BG 5/1
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