Ignore me if you disagree, I'm putting no real weight behind this thought. Probably won't bother to respond to anything from it.
Skirmish feels like it wants to be a mid-range aoe spec. It's got the big stupid arrow and the split arrow tactic already, as well as the unloved barrage frontal cone. Not to mention the M4, which will be likely be buffed with other morale adjustments in the future.
Squigs have similar tools, but more pet dependence, so it would need different treatment for their mid range spec. Particularly since their melee spec is already AOE focused.
- Remove the damage reduction from Split Arrows tactic, change max targets to 1+2 in 20', and include Broadhead Arrow as being affected.
- Have Broadhead Arrow stack up to three times on a target, now it has potential as an AOE dot as well as being similar to other stacking dots that are just as lackluster with a single stack.
- Move Takedown from skirmish 9pt to scout 9pt and update it's range to match scout abilities, shift scout abilities down and Glass Arrow to Core scout.
- Move Flame Arrow to skirmish 9pt and reduce it's range to 65' to match other skirmish ranges, it would benefit from points in the tree for another potent aoe dot that scales with investment in the tree.
Now you have a mid range spec with more sources of AOE which is lacking in the class. Once they apply pressure, a heal debuff and their finisher could seal the deal. They lose the KD as the only real drawback, but at the same time Scout would gain it and that tree isn't a whole lot better off anyway.
working as intended
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Re: working as intended
The broadhead arrow stacking and AoE seems interesting.
I think Skirmish could use some kind of movement speed increase. SH has 2 ways to do that. I dont think SW needs it just because SH has, but I think it could help SW. Something similar to the SH ability, they dont need the racial tactic.
I think Skirmish could use some kind of movement speed increase. SH has 2 ways to do that. I dont think SW needs it just because SH has, but I think it could help SW. Something similar to the SH ability, they dont need the racial tactic.
Re: working as intended
Takedown is the snare not the rkd; Eye Shot, the RKD is 13 points not 9 in the tree. Flame arrow already has a shorter range of 85 ft. Barrage is useful as an instant cast to create ghetto-rigged burst at the end of a LA or SFA cast.wargrimnir wrote: Wed May 08, 2019 3:51 am Ignore me if you disagree, I'm putting no real weight behind this thought. Probably won't bother to respond to anything from it.
Skirmish feels like it wants to be a mid-range aoe spec. It's got the big stupid arrow and the split arrow tactic already, as well as the unloved barrage frontal cone. Not to mention the M4, which will be likely be buffed with other morale adjustments in the future.
Squigs have similar tools, but more pet dependence, so it would need different treatment for their mid range spec. Particularly since their melee spec is already AOE focused.
- Remove the damage reduction from Split Arrows tactic, change max targets to 1+2 in 20', and include Broadhead Arrow as being affected.
- Have Broadhead Arrow stack up to three times on a target, now it has potential as an AOE dot as well as being similar to other stacking dots that are just as lackluster with a single stack.
- Move Takedown from skirmish 9pt to scout 9pt and update it's range to match scout abilities, shift scout abilities down and Glass Arrow to Core scout.
- Move Flame Arrow to skirmish 9pt and reduce it's range to 65' to match other skirmish ranges, it would benefit from points in the tree for another potent aoe dot that scales with investment in the tree.
Now you have a mid range spec with more sources of AOE which is lacking in the class. Once they apply pressure, a heal debuff and their finisher could seal the deal. They lose the KD as the only real drawback, but at the same time Scout would gain it and that tree isn't a whole lot better off anyway.
I don’t think the game need another aoe dot class because it really isn’t that effective. Simply changing split arrows to being a cast reduction on LA would improve SW aoe presence by a ton.
<Montague><Capulet>
Re: working as intended
Teach me how to install RoR on my phone and next time I will gladly give you some juicy datajasonX wrote: Tue May 07, 2019 10:09 pmI dont really need simple, you can go ahead and get full analytical on me, I can take it. I can comprehend ordinary differential equations, integrals (single, double and curved), linear algebra and much more.Ysaran wrote: Tue May 07, 2019 6:20 pm to put it simple:
is offstatmod inside damage formula? yes!
do you know what offstatmod is? no!
can you calculate damage output? no, because you dont know how much offstatmod*toughness is, since you dont know how much offstatmod is.
Moreover dummies dont have armor and toughness so you test are worthy since, again, in damage formula appear the varaible offstatmod*toughness and if toughness=0 (like in dummies case), it wont appear on number.
Still just to make sure I just logged on my tank which has 408 toughness, stripped it off all my armor so that i have 0 armor and got it to receive damage from a mob. At 408 toughness i mitigated 81 dmg per hit just as the toughness tooltip says on the character window. so 81/408= 0.20 (rounded up from 0.1985). Your offstatmod*toughness equals to 0.2*toughness
and that backs my initial calculations up. Do you get it? If not there is a simple way to understand how it works. Get one of your characters, strip it from armor and go pull aggro from a mob. you will see that for every 5 toughness you will mitigate 1 damage. And thats how toughness works now on the server and what's that offstatmod variable about.
See how easy everything is with maths? Still please.... before answering a post with a 100% certainty attitude try basing your answer on tests, maths and real results dont just get confused and confusing with variables that dont make sense. If you get to work it out all variables make sense, especially in properly written code.

Anyway, this is not a question ODEs, what I tried to say many times is that if you want that you calculations are considered "worthy" you have to expose in details the formula you used to produce them, if you don't your math worth nothing because who read don't know from where those numbers come from! I may have not bring numbers in our discussion, but I provided formula. And if you say that "you know how to calculate things on RoR" you have to be able to recognize every variables in the formula to prove that you know from where you results come from.
Since you were been able to define every variables I things you numbers are quite worthy, but next time just write down damage formula calculations and skip on the boring numbers. I apologise, I admit I was a bit salty, it's a pleasure to find someone can use some math.
Still the fact that I see many SW doing great things everyday so I'm still not sure if SW need some buff or if the problem is your.
Zputa
Re: working as intended
Regarding skirm not supposed to have burst, remember skills and dmg was made in an environment where you had UF morale with proper morale gain rates. That was the source of the burst potential. Not saying UF should come back or was a good solution, but skirm dmg is certainly lacking today.
inactive
Re: working as intended
I still like to invite skirmish SWs.Ugle wrote: Wed May 08, 2019 7:40 am Regarding skirm not supposed to have burst, remember skills and dmg was made in an environment where you had UF morale with proper morale gain rates. That was the source of the burst potential. Not saying UF should come back or was a good solution, but skirm dmg is certainly lacking today.

Dying is no option.
Re: working as intended
Introducing UF back even at the 50% damage buff would help rangedSW/SH/Eng to be actual threats again. We are not in T2 anymore where it was too good.Ugle wrote: Wed May 08, 2019 7:40 am Regarding skirm not supposed to have burst, remember skills and dmg was made in an environment where you had UF morale with proper morale gain rates. That was the source of the burst potential. Not saying UF should come back or was a good solution, but skirm dmg is certainly lacking today.
Magus / BG
Re: working as intended
It was removed in T4 my dude. Fall 2017 it was removed because ‘it made balancing a mess’. Which I can kind of understand. I think UF was a lot of fun and made for a more truly bursts style gameplay with a much longer burst rotation downtime, but it also made some things work too well (LA for instance) and doesn’t really have a place anymore with the ASW reworks.abodam wrote: Wed May 08, 2019 8:16 amIntroducing UF back even at the 50% damage buff would help rangedSW/SH/Eng to be actual threats again. We are not in T2 anymore where it was too good.Ugle wrote: Wed May 08, 2019 7:40 am Regarding skirm not supposed to have burst, remember skills and dmg was made in an environment where you had UF morale with proper morale gain rates. That was the source of the burst potential. Not saying UF should come back or was a good solution, but skirm dmg is certainly lacking today.
Honestly the easiest fix to give SW burst back is make Eye Shot core again so you can grab FtW in a standard skirm build and have a decent finisher.
<Montague><Capulet>
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Re: working as intended
doing 4k shots, totally makes sense, yeah
you guys want iwin button ? clueless crybabies
you guys want iwin button ? clueless crybabies
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Re: working as intended
You sir win the "i didnt read the thread but leave a **** comment anyway" - contest for this year! CongratulationsDammy095 wrote: Wed May 08, 2019 8:53 am doing 4k shots, totally makes sense, yeah
you guys want iwin button ? clueless crybabies
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