Ranger Archive
Thread: Ranger/Scout Changes in update on Test Center
For those that are keeping tabs... I said I was going to post some experimentation information today.
Camoflauge Kits
- The resource amounts for the remaining resources have not changed
- The resources I used were: Avian Bone (OQ: 195), Herbivore Meat (OQ: 839), Scaley Hide (OQ: 566)
- My initial base value was 8-12%, with charges of 6.
- I was able to an experimentation length of 6 slots (the first one filled by the initial base value).
- I experimented up to 55%, with charges of 13.
Without experimentation, the initial base value will be the default... So 8-12% producing 6 charges per kit.
If you have better quality resources, the initial value will be better.
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/areatracknow has an icon (a square border surrounding a white square)
The Scout camps are now brown rather than grey... Definitely a more suitable color.
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I will post more information as I find it. ![]()
I'll test this but I doubt I'll be using conceal if there's any chance something can attack you outside their normal range. Flier and Baz range on Dath is 20 meters.
The risk is not worth pulling something that would not normally attack you.
-- YP
"I'll test this but I doubt I'll be using conceal if there's any chance something can attack you outside their normal range."
Ok, here's the skinny:
- /conceal is tested at 64m
- Unless you are within 40m of the critter it won't attack you.
So unless you are running full bore straight at the critter and make it within 40mbefore the break check occurs, you will never be aggroed by a break in /conceal or /maskscent. ![]()
An additional tidbit:
/conceal and /maskscent don't break unless you get damaged by an opponent.
So if you are support in a group, you don't have to reapply /conceal after a battle if you are never injured. ![]()
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It is the same concept as how camps disband...
They don't disband when you enter combat... Only if you take a certain amount of damage during the fight.
"My proposal is that the xp granting be removed from conceal. and that the effectivness is increased to compesate."
This is what I've wanted from the beginning. I've never understood why anyone would be dependent on the meager experience gained from using these skills.
Especially at Master Ranger where scout exp is useless, increase the effectivness to the point that it would automatically succeed on anything CL20 and under and only have to do a check on stuff CL21 and up.
Getting camo broken by krettles is amazingly annoying.
"but! if the effectivness hasntchanged that is still not so, at the moment conceal and maskscent is more of an danger then a helping ability."
Hmmm...
You have not read my other posts regardings recent changes to /maskscent and /conceal. ![]()
At the moment:
- Out of 163 break checks against /conceal I failed 6 times.
- None of these failures resulted in an attack, as I was still more than 40m away from the critter / humanoid.
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My suggestion is thatthe Rangerswait and pass judgement on the skill until after the new changes have been pushed to Live. ![]()
I thought we were going to be able to experiment on effectiveness as well?
NRaas wrote:
For those that are keeping tabs... I said I was going to post some experimentation information today.
Camoflauge Kits
- The resource amounts for the remaining resources have not changed
- The resources I used were: Avian Bone (OQ: 195), Herbivore Meat (OQ: 839), Scaley Hide (OQ: 566)
- My initial base value was 8-12%, with charges of 6.
- I was able to an experimentation length of 6 slots (the first one filled by the initial base value).
- I experimented up to 55%, with charges of 13.
Without experimentation, the initial base value will be the default... So 8-12% producing 6 charges per kit.
If you have better quality resources, the initial value will be better.
"I thought we were going to be able to experiment on effectiveness as well?"
Effectiveness is apparently not attached to the kit itself...
The camoflauge skill of the Ranger that applies the kit appears to define the effectiveness.
Is there going to be a functionality rating attached to the kit like for crafting stations and fishing poles? How will anyone know how good the kit is (aside from the dathomirian kit)?
NRaas wrote:
"I thought we were going to be able to experiment on effectiveness as well?"
Effectiveness is apparently not attached to the kit itself...
The camoflauge skill of the Ranger that applies the kit appears to define the effectiveness.
"Is there going to be a functionality rating attached to the kit like for crafting stations and fishing poles?"
I apologize, I thought I had been clear on the subject.
There is no quality assigned to a camo kit... The experimentation only defines the number of charges for the kit.
An unexperimented kithas the same chance of success as a fully experimented kit (as long as the Ranger applying both has the same camoflauge skill level).
Therefore there is no need to have a rating displayed on the /examine window.
NRaas thanks for all the testing and info. A couple of questions:
1) Isthe quality and/or expermentation on camo kits dependent on your artisan skill tree or can you experiment with no artisan skills, just ranger scout/ranger?
2) Same question but for traps?
Thanks,
-citixen
Awixi - TKA/Ranger/Chef
"Isthe quality and/or expermentation on camo kits dependent on your artisan skill tree or can you experiment with no artisan skills, just ranger scout/ranger?"
Experimentation points for camo kits are based on the camoflauge skill mod (+1 point per +10 skill).
"Same question but for traps?"
The option to Experiment on traps has been removed (you don't get the Experiment option anymore).
I suspect, once GreenMarine completes his overhaul of the traps and camps system, it will be reinstated.