Game Guides Archive
Thread: Friday Feature July 1st: Art of Combat
Page 1 of 5
UbifaA
Fri Jul 01, 2005 1:00 pm
#1
Thanks Tiggs...its good to have all that info in one place now. Sure its scattered throughout the Galaxy forums, but now its in one place 
Femme' Fatale - Intrepid Galaxy.
Ternque01
Fri Jul 01, 2005 1:00 pm
#2
Thanks Tiggs. It is also nice to see the devs giving attention to so many professions today also.
Red-Dwarf
Fri Jul 01, 2005 1:11 pm
#3
Correct me if I'm wrong but doesn't the T21 need Master Rifle?
That list seems to be the one used in the knowledgebase article, which is still out of date as well.
JediGohan
Fri Jul 01, 2005 1:18 pm
#4
2 year vet rewards? was supposed to get info on this at FF but never did
Dromag67
Fri Jul 01, 2005 1:27 pm
#6
2 Year Veteran Rewards
Disclaimer: for all of you p!ssants, im sure todays FF is nice.
KapowBzapp
Fri Jul 01, 2005 1:28 pm
#7
You need Master Rifleman to wield a CL 14 spraystick?
Gee - that's harsh for all the CL 13 Master Riflemen out there.
Gee - that's harsh for all the CL 13 Master Riflemen out there.
wyrwulf
Fri Jul 01, 2005 1:41 pm
#8
Dromag67 wrote:
2 Year Veteran Rewards
Disclaimer: for all of you p!ssants, im sure todays FF is nice.
I im with Dromag67 what about this.
Mejowepra
Fri Jul 01, 2005 2:12 pm
#9
Regarding auto-assist:
As it is implemented, it's more of an hinderance than anything. Plan and simple "assist" works, more or less in any situation, better. Preferable you would be able to assign someone as the "main assist" and then press a key to, without targeting them or anything else, target whatever they are hitting on.
The same goes with the "magic heals", since it's not uncommon to get this situation:
Mob beats Rifleman, Doc heals with mob targeted, TKA gets aggro (since he's the tank) before the heal goes off and Doc ends up healing 50 damage from TKA at a cost of 10% mind.
Implicit actions WOULD work if we got another target box - specifically a "target of target". This would mean that in "auto assist", we wee the stats of whatever we're hitting on (such as states and HP) and for mobs, we see who the target is and if a heal is needed. It also assists a tank since he can easily see if the mob is targeting him or if he lost aggro.
Please do realize that targeting a group member when doing combat is next to useless. You do NOT see the stats, damage or other stats of the thing you're beating on. Thus you can't properly know when to reapply any states, dots etc and you might use a large expensive special when the mob has 10 hp left.
FIX THIS PLEASE! One of two fixes is possible:
1) Remove implicit assist/heals (or make them optional) and reintroduct /assist (why you'd remove that I don't know, it's imperative to have in real group combat).
2) Introduce a "target of target" display.
As it is implemented, it's more of an hinderance than anything. Plan and simple "assist" works, more or less in any situation, better. Preferable you would be able to assign someone as the "main assist" and then press a key to, without targeting them or anything else, target whatever they are hitting on.
The same goes with the "magic heals", since it's not uncommon to get this situation:
Mob beats Rifleman, Doc heals with mob targeted, TKA gets aggro (since he's the tank) before the heal goes off and Doc ends up healing 50 damage from TKA at a cost of 10% mind.
Implicit actions WOULD work if we got another target box - specifically a "target of target". This would mean that in "auto assist", we wee the stats of whatever we're hitting on (such as states and HP) and for mobs, we see who the target is and if a heal is needed. It also assists a tank since he can easily see if the mob is targeting him or if he lost aggro.
Please do realize that targeting a group member when doing combat is next to useless. You do NOT see the stats, damage or other stats of the thing you're beating on. Thus you can't properly know when to reapply any states, dots etc and you might use a large expensive special when the mob has 10 hp left.
FIX THIS PLEASE! One of two fixes is possible:
1) Remove implicit assist/heals (or make them optional) and reintroduct /assist (why you'd remove that I don't know, it's imperative to have in real group combat).
2) Introduce a "target of target" display.
ShaikeRamjet
Fri Jul 01, 2005 2:18 pm
#10
Some of those certs are wrong. For instance, the D18 pistol is a CL 5.
Mejowepra
Fri Jul 01, 2005 2:24 pm
#11
Another comment, on the DPS section: This value is highly misleading for a number of reasons:
1) Minimum damage, taken into account in the DPS calculations, only seems to be used for calculating the effect of damage slices and damage powerups (see below). Max damage is always the value used to determine the damage done to mobs, no exceptions. Damage done = MaxDmg * [special modifier] - [mitigated damage]. Powerups increase Max Damage like this: newMax=Max + (min dmg * pup efficiency). So a 100-300 dmg weapon with a 30% damage powerup will become 130-330 dmg weapon, where the 330 is the only value that matters.
2) Speed and SAC are important. Especially SAC. If you can't do specials due to no action, your actual DPS will be lower. People like to say that speed isn't important but it is of course since it controls the delay between attack moves.
I also saw no mentioning of the fact that typically you want to alternate attacks. As a TKA I have two damage moves worth using - the default Melee hit (auto attack) and Combo. If I use either exclusively my DPS is significantly lower than if I use Melee - Combo - Melee - Combo etc. This is probably the most important change post-CU - spamming one attack is NOT a good idea. Alternate, even if oen attack does less damage! The exception is if you are low on Action. In that case, let it auto attack on melee hit or ranged attack (which use more or less no action - the upgraded versions use A LOT in comparision for a minimal boost in damage) until you regain action.
Just my 15 cents.
1) Minimum damage, taken into account in the DPS calculations, only seems to be used for calculating the effect of damage slices and damage powerups (see below). Max damage is always the value used to determine the damage done to mobs, no exceptions. Damage done = MaxDmg * [special modifier] - [mitigated damage]. Powerups increase Max Damage like this: newMax=Max + (min dmg * pup efficiency). So a 100-300 dmg weapon with a 30% damage powerup will become 130-330 dmg weapon, where the 330 is the only value that matters.
2) Speed and SAC are important. Especially SAC. If you can't do specials due to no action, your actual DPS will be lower. People like to say that speed isn't important but it is of course since it controls the delay between attack moves.
I also saw no mentioning of the fact that typically you want to alternate attacks. As a TKA I have two damage moves worth using - the default Melee hit (auto attack) and Combo. If I use either exclusively my DPS is significantly lower than if I use Melee - Combo - Melee - Combo etc. This is probably the most important change post-CU - spamming one attack is NOT a good idea. Alternate, even if oen attack does less damage! The exception is if you are low on Action. In that case, let it auto attack on melee hit or ranged attack (which use more or less no action - the upgraded versions use A LOT in comparision for a minimal boost in damage) until you regain action.
Just my 15 cents.
Empty_Skull
Fri Jul 01, 2005 2:43 pm
#12
WOW
this plus looking at the last two hotfixes makes me think that you guys (and gals) are giving up on us just so you can head out and get ready to party this weekend
less than impressed and hey
1- announcing the 2 year vet rewards (since they come due on the monday im sure you all will be taking off) would have been a nicer FF
2- i would LOVE to see teusdays hotfix taking care of the smuggler items that cant be converted as of yet. the kind of "love" you showed us smugglers is the type that i wanna see stay behind prison bars (take a sec and think it over)
well off to play my smuggler, wait nope no use in that, cant slice anything toa good lvl
oh yah and have a great weekend, you all deserve it
mindspat
Fri Jul 01, 2005 2:49 pm
#13
The modified DPS stat on a weapon only shows when you equip it, and it takes the base DPS, and adds the skill mods from your profession(s) as well as any attachments you may have.
This is not the case.
Any player may examine a weapon and see their modified speed rating regardless of whose possession it's in. Yes, even if the item is on the bazaar, hanging from a wall or being examined through a trade window....it will show the modified stats.
Lightsabers: Problem is, the modified speed isn't always functioning while using a lightsaber and it's appearing to be alernating between the base speed and modified speed with not apparent reason,
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