Traders will be useless after this 14.2 patch
Quote:
Originally posted by Kuroshio
Another thing:
As a trader in a team, my skill divest/plunders nanos create the buffer I use for single/team wrangles. The skill buffs I receive from a divest, I TRADE to my team members so they can hit more consistantly with higher damage, use nanoformulas normally not on their level, and summon pets they can't normally use.
Any attacks to the trader debuffs will also have a negative affect on wrangles and their uses in a team situation.
There's a flaw in your statement.
Lets assume your in a group with people who are mainly weapon users. Their assault rifle skill is 300 base. Lets just say that.. so they are roughly around level, 60. Now according to Gaute, if they over equip past 20% then their weapon is reduced 1/4th damage. That means .20 of 300 is, 60. That is, they can't go higher than 360.
These people probably have assault rifle expertise running, which is a +20 to their assault rifle. Ok, so from 300 base we have an adjusted skill of 320. Now lets assume they are running assault rifle mastery, thats a +60 to their skill. Oops, now they have a 380 to their assault rifle mastery. Their weapon is now working at 1/4th the effectiveness. But that is all self buffs...that's not even counting a trader wrangle.
Lets just pretend that they dont even have these buffs running. Ok, so they are now, just 300. At the very most, a trader can wrangle +60 without making the other team members less effective. Why would anyone take a trader who can at most do a +60 or less, when they could just self buff and do a assault rifle mastery or a simple expertise ? Even if the trader did a few points above expertise, the extra points arent worth it. Why take a trader who can add +10 more points when you can just add on another soldier?
This OE patch is really, not though out through enough. People don't seem to understand that with a simple fix like stun nanos, FC, was getting that wrong and had to patch that up quickly. How could they miss the obvious exploit ? 4 sec recharge and 4 sec attack. Im not saying OE patch will allow exploit to happen, I am just saying that Funcom with their current track record has manage to foul up alot of simple things. So is it logical to trust them with something as important as OE?
Re: Traders will be useless after this 14.2 patch
Quote:
Originally posted by MrBunny
There's a flaw in your statement.
Lets assume your in a group with people who are mainly weapon users. Their assault rifle skill is 300 base. Lets just say that.. so they are roughly around level, 60. Now according to Gaute, if they over equip past 20% then their weapon is reduced 1/4th damage. That means .20 of 300 is, 60. That is, they can't go higher than 360.
These people probably have assault rifle expertise running, which is a +20 to their assault rifle. Ok, so from 300 base we have an adjusted skill of 320. Now lets assume they are running assault rifle mastery, thats a +60 to their skill. Oops, now they have a 380 to their assault rifle mastery. Their weapon is now working at 1/4th the effectiveness. But that is all self buffs...that's not even counting a trader wrangle.
Lets just pretend that they dont even have these buffs running. Ok, so they are now, just 300. At the very most, a trader can wrangle +60 without making the other team members less effective. Why would anyone take a trader who can at most do a +60 or less, when they could just self buff and do a assault rifle mastery or a simple expertise ? Even if the trader did a few points above expertise, the extra points arent worth it. Why take a trader who can add +10 more points when you can just add on another soldier?
This OE patch is really, not though out through enough. People don't seem to understand that with a simple fix like stun nanos, FC, was getting that wrong and had to patch that up quickly. How could they miss the obvious exploit ? 4 sec recharge and 4 sec attack. Im not saying OE patch will allow exploit to happen, I am just saying that Funcom with their current track record has manage to foul up alot of simple things. So is it logical to trust them with something as important as OE?
You're not making any sense here. How would my giving the team +60 (actually it's +62 for a team skill wrangle, costing 29 NCU) penalize the rest of the team?