Creature Handler Archive

Thread: L2 version of hamstring only really doing L1 effect ???

SioBabble
Sat Aug 13, 2005 12:25 am
#14


To be honest, aside from the particle effects, it's very difficult to tell if ANY special has any appreciable effect on combat to the casual observer. KD has the obvious graphical effect, but does it really make a difference? Much of my combat is already one sided inmy favor, even when I'm in conflict with level 82 critter mobs.


A detailed analysis of combat spam is needed to see if the numbers are actually showing up there, and we have to trust that the numbers seen in the combat spam are actually what affects the combat in the world. The particle effects could be nothing more than that, without solid mathematical proof that the effect is having some influence on combat, it's very hard to say. This applies to ALL specials, not just CH inititated ones.




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Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

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RhaSedi
Sat Aug 13, 2005 2:31 am
#15

I have lv 1 off a flewt and it lasted about 15-20 secs i never got a timer on it but it was a long time.
Ackehece
Sat Aug 13, 2005 7:26 am
#16






Vertexon wrote:


I don't think there's really a need for detailed mathematical analysis in the case of snare effects.


The goal of the ability is to reduce enemy movement rate. This could be for one of several purposes that come to my mind:



  1. To kite an enemy.

  2. To escape from a dangerous situation.

  3. To separate specific enemies from melee combat while you work on defeating their carefully singled out allies first (i.e. crowd control).

All three of these rely ona singleunified principle. For about 20 seconds, the affected enemy shouldn't be able to attack you with melee attacks. This is a pretty boolean criteria for judging success. Either the enemy can attack you during that period or it can't. In my experience, it can.







I wish that were true - but as anyone who has ever used rifleman Kneecap shot knows this is not true. It creates a slow down of such low quality that you will always be run down by the target (kneecap does about a 5% speed snare, packing a rifle gives about a 10% snare effect)



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theorb22
Sat Aug 13, 2005 10:15 am
#17






Ackehece wrote:





Vertexon wrote:


I don't think there's really a need for detailed mathematical analysis in the case of snare effects.


The goal of the ability is to reduce enemy movement rate. This could be for one of several purposes that come to my mind:



  1. To kite an enemy.

  2. To escape from a dangerous situation.

  3. To separate specific enemies from melee combat while you work on defeating their carefully singled out allies first (i.e. crowd control).

All three of these rely ona singleunified principle. For about 20 seconds, the affected enemy shouldn't be able to attack you with melee attacks. This is a pretty boolean criteria for judging success. Either the enemy can attack you during that period or it can't. In my experience, it can.







I wish that were true - but as anyone who has ever used rifleman Kneecap shot knows this is not true. It creates a slow down of such low quality that you will always be run down by the target (kneecap does about a 5% speed snare, packing a rifle gives about a 10% snare effect)






Ouch, we need to find petpin then, how can we keep our pets close to people in PvP without a root or halfway decent snare? :/





november 5th 2005- greatest hotfix ever
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SioBabble
Sat Aug 13, 2005 10:25 am
#18

Yeah, then the question will be on the pinning attack, what kind of root is it? A "break upon damage", long durationroot like concussion shot (with or without the daze effects), or a shorter duration root that will stick even if damage is taken, like stopping shot?


And of course, once the pet lands the root, will it keep attacking and break its own pin on the "concussion" style root? If so, then it's utterly useless, as you'll have to carefully monitor your combat spam to see if the root hits, then issue the "follow me" command to the pet to get it to back off. Which ALSO means that sending the pet against another target is still problematic. I know that sending a pet againsta lair and then switchingtargets requires spamming "follow me" for the change in target to stick.


I haven't been able to observe switching targets against mobs...usually in this situation I'm in a group hunt chaos situation caused by some fool using an AOE attack or not pulling social mobs away from the group and I'm over my head in bols or fambaa where it's impossible to observe which mob the pet is actually on, because you're stuck in critter corpses with no field of vision to speak of, and relying strictly on tabbing to change targets.





Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


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