request to have training dummies adjusted
Forum rules
Before posting in this forum, please read the Terms of Use.
This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Before posting in this forum, please read the Terms of Use.
This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
request to have training dummies adjusted
At present the training dummies are a nice addition and appreciated but the fact they lack any form of armour makes it impossible to test effects of armour pen on overall dps output, could you please add some armour values to them. something in the range of a standards tank value in the range of 3k - 5k.
Bashgutz RR82 Borc Vaseryn RR61 SM Krantz RR82 Knight Corvinus RR70 Chosen Mormonty RR72 IB
Starkus RR70 BG Snaptz RR83 SH Plagueis RR81 Magus Alec RR85 Engie Sourgazt RR69 Shaman
Kreaver RR80 Marauder Dugald RR75 Slayer
Starkus RR70 BG Snaptz RR83 SH Plagueis RR81 Magus Alec RR85 Engie Sourgazt RR69 Shaman
Kreaver RR80 Marauder Dugald RR75 Slayer
Ads
Re: request to have training dummies adjusted
It could be great to have 4 series of dummies :
1. Standard no armor passive dummies
2. Passive dummies with fixed resistances (clearly displayed with perma-buffs on them) to test various debuffs and effects of armor/magic pen.
3. Invulnerable dummies that periodically lose life until a certain percentage (like 10%), to test healing skills (ideally next to normal dummies to test healing on damage). Tricky part should be to make one/them join our group to test group heal... :/
4. Attacking dummies that go hostile on hit (like orange name mobs) with fixed offensive stats (that we can debuff as well) but low damage output (like 100 damage every 3 seconds).
Of course dummies should stop attacking after player reach low hp.
There are conveniently 4 stacks of dummies, now there is a lot of coding left to make them work like this... :p
1. Standard no armor passive dummies
2. Passive dummies with fixed resistances (clearly displayed with perma-buffs on them) to test various debuffs and effects of armor/magic pen.
3. Invulnerable dummies that periodically lose life until a certain percentage (like 10%), to test healing skills (ideally next to normal dummies to test healing on damage). Tricky part should be to make one/them join our group to test group heal... :/
4. Attacking dummies that go hostile on hit (like orange name mobs) with fixed offensive stats (that we can debuff as well) but low damage output (like 100 damage every 3 seconds).
Of course dummies should stop attacking after player reach low hp.
There are conveniently 4 stacks of dummies, now there is a lot of coding left to make them work like this... :p
Re: request to have training dummies adjusted
would be useful to relocate them to mastery/renown trainers area, so you can test stuff
Re: request to have training dummies adjusted
Indeed :pDammy095 wrote: Thu Apr 04, 2019 9:34 am would be useful to relocate them to mastery/renown trainers area, so you can test stuff
Better, get one RR + Mastery trainer in War Quarters as well. That way you got one place to build and test all stuff.
So much more efficient, so many spared miles worth of fodder/naphta for our mounts :p
Re: request to have training dummies adjusted
Would also be good if dummys had 0% to be crit for easier testing
Panodil WP
Panodill DoK
Panodilz Zealot
Panodilr Runepriest
Run Shaman
Panage Archmage
Panodill DoK
Panodilz Zealot
Panodilr Runepriest
Run Shaman
Panage Archmage
Who is online
Users browsing this forum: No registered users and 8 guests