Entertainer Archive

Thread: Buffs

Ikewe
Fri Mar 11, 2005 9:38 am
#105

The quick answer is that you can do any dance you want and play any song with any instrument. You need to do 60 flourishes to give a full 2 hour buff.


See this thread on the Dancer Forum for more details:


http://forums.station.sony.com/swg/board/message?board.id=dancer&message.id=50266


The numbers were calculated before the last patch that reduced them but you should be able to take it from there.


good luck,

Ikewe



Ikewe, Master Dancer, Shadowfire
When you wish upon a falling star, your dreams can come true. Unless it's really a meteorite hurtling to the Earth which will destroy all life. Then you're pretty much hosed no matter what you wish for. Unless it's death by meteor.


AbKi
Fri Mar 11, 2005 9:42 am
#106

Ahhhhhh... Thanks =) <3



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Psionic_Maji
Fri Mar 11, 2005 10:51 am
#107

if you wave the action for it, the fastest possible buff would be flourishing 4 times every ten seconds for1 minute 30 seconds.



Psionic Maji - in game name
RobbPilot
Mon Aug 22, 2005 6:58 am
#108

I have some issues with buffs that I would really like to see corrected, but I won't hold my breath.



  1. Buff strength - Would a little boost to most really be imbalancing? Most have effects that can't even be detected.

  2. Buff duration - C'mon now... this is pretty silly already. I know you don't want to see starport doctors again, but it is a major pain to try to keep a group buffed up... and (see issue #1) for the benefit/effort it hardly seems worth it.

  3. Buff reliability - It seems to me that buffs don't stick correctly. When you zone, get incapped, someone joins/leaves your group... all or some of the groups buffs can vanish.

  4. Buff enhancers - it seems that only two of the doctor buffs have enhancers... why? It also seems that although the buff duration timer is increased by the enhancer... it often goes away when the normal buff would have expired. This might just be the same issue as #3 above though, hard to tell.

If this is the way buffs are going to remain, then please reduce the application timer and mind cost for applying, since it basically becomes a full time job in a full group and groups aren't even willing to break action while you refresh many times. It is not good for a doc to be low on mind pool from buffing during combat when things begin to go bad and healing is needed.


In my mind, buffs are of such marginal value now that longer (and more reliable) durations are okay. If shorter durations are something that is non-negotiable, then shorter application timers and mind costs are called for. Otherwise, what's the point?

BadgerSmaker
Mon Aug 22, 2005 7:01 am
#109

I think the buffs are pretty fantastic as they are, but a reduction in the cooldown timer so you can apply them faster when not in combat would be great.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
quitch
Mon Aug 22, 2005 3:01 pm
#110






RobbPilot wrote:

I have some issues with buffs that I would really like to see corrected, but I won't hold my breath.



  1. Buff strength - Would a little boost to most really be imbalancing? Most have effects that can't even be detected.

  2. Buff duration - C'mon now... this is pretty silly already. I know you don't want to see starport doctors again, but it is a major pain to try to keep a group buffed up... and (see issue #1) for the benefit/effort it hardly seems worth it.

  3. Buff reliability - It seems to me that buffs don't stick correctly. When you zone, get incapped, someone joins/leaves your group... all or some of the groups buffs can vanish.

  4. Buff enhancers - it seems that only two of the doctor buffs have enhancers... why? It also seems that although the buff duration timer is increased by the enhancer... it often goes away when the normal buff would have expired. This might just be the same issue as #3 above though, hard to tell.

If this is the way buffs are going to remain, then please reduce the application timer and mind cost for applying, since it basically becomes a full time job in a full group and groups aren't even willing to break action while you refresh many times. It is not good for a doc to be low on mind pool from buffing during combat when things begin to go bad and healing is needed.


In my mind, buffs are of such marginal value now that longer (and more reliable) durations are okay. If shorter durations are something that is non-negotiable, then shorter application timers and mind costs are called for. Otherwise, what's the point?






1. i notice a big difference.

2. wouldnt mind starport docs myself, gives them non combat stuff to do, and i agree with you tho, 30 mins is short

3. never seen them vanish on incap or leaving a group. maybe, but never noticed.

4. agree most here. i think enhancers should increase the buff strength along with a little time, but not just like 2 minutes. buff enhancers are pointless ATM


speed buff makes a HUGE difference.



-who lightdust
yoursavior
Mon Aug 22, 2005 4:16 pm
#111

IMHO, I would love to see the speed buff go back to 40 points. While the new speed buff doesn't affect me in combat at all,
it does make a fight drag out a little. Speed makes little difference if you were going to win a fight anyway, and if you are going to lose, 40 point speed might hold you up a few seconds longer. The 25 point speed buff makes it more like the other buffs so I would really like to see a 40 minute timer on it like the rest of them


Maybe adjust the speed buff so it increases speed for healing alone? Increases the effectiveness of a doc in a group and might stop me clicking bacta shot like crazy while waiting for the timer to reset.



kalaki
Jedi / Ace Pilot
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quitch
Mon Aug 22, 2005 4:34 pm
#112






yoursavior wrote:

IMHO, I would love to see the speed buff go back to 40 points. While the new speed buff doesn't affect me in combat at all,
it does make a fight drag out a little. Speed makes little difference if you were going to win a fight anyway, and if you are going to lose, 40 point speed might hold you up a few seconds longer. The 25 point speed buff makes it more like the other buffs so I would really like to see a 40 minute timer on it like the rest of them


Maybe adjust the speed buff so it increases speed for healing alone? Increases the effectiveness of a doc in a group and might stop me clicking bacta shot like crazy while waiting for the timer to reset.





i use a 2.8 base speed 1.7 mod speed (i think) and i notice a big difference.

the problem with 40 was that 40 + jedi speed, that was way to much, and you cant just reduce jedi speed more, since atm its only +15.

a speed buff could make the difference between losing and winning sometimes, the healing and kding fast after then incaping them maybe.

use a slower weapon, speed buff will helpa lot.



-who lightdust
Ragmop
Wed Aug 24, 2005 5:01 am
#113

I would'nt mind a slight increase to buff lenght. Just make it 1 hour for for the HAM and 20 minutes for speed. This would be great IMO and its not an unreasonable request.




Po-Mo
Old Dirty Bastards
Master Pistoleer| Master Doctor
Alliance Colonel & Ace Pilot
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