Re: Re: I was positive, now I'm VERY negative
Quote:
Originally posted by Asmodan
Exactly, I tried to illustrate this a couple of time myself, but people don't get it. The lowest requirement on a weapon is the one that will hurt you the most when debuffed. As if there weren't enough totally useless weapons in this game as it is, now several more will get added to that category because they have skill low requirement that is heavily debuffable. Heavy Weapons, Ranged Energy, SMG/MG on everything but straight SMG's, or any other 'secondary' weapon skill on weapons that have a 67/33% split on requirements.
You know who will get debuffed the hardest of all? Adventurers....
Dark blue heavy weapons
LOW heavy weapons requirements on Riders
Example:
Look at this Chipped Rider Executioner
It takes 285 Heavy Weapons
This is roughly what my wife has equipped at level 66 (dual wielding) and she is well within in the OE rules.
My level 66 trader can debuff her Heavy Weapons skill by 271 points! Hell, I could do it by more if I bothered to find my next nano, forcing her negative.
This has been my only real concern to the OE patch: the affect it has on multiskill weapons. With a little math wrangling and coding I'd hope it's possible to determine the percentage of overequipped based on the percentage the skill applies to the overall needed skill. That or multiskilled weapons are in need of some serious downtuning.
Woe is me, they really are gonna do the patch
Well, looks like they really are going to do it. Well the bright side is i'll be able to play my adv again and make him cool (although with the OE parts of the patch it wont really help him all that much).
I did have one question
on the IPR's u say u get 90 points.
So does 1 point of IPR reset 1 skill, is that how it works?
just wondering
Vash
Re: Re: Re: Re: Re: OE Whats wrong with it ?
Quote:
Originally posted by Ginsberg
If you brought some ideas maybe I wouldnt mind reading your posts.
Showing up and telling someone they dont know what it means to play their class is arogant and childish.
Yes, my comment took my feeling about the original post to extremes. It seems to me, from reading a lot of posts from traders, that they:
1) Will be "uber" in PvP
2) Are upset because they can't sell their Wrangles anymore
What upsets me is point 2. Traders claim their wrangles are worthless (post 14.2). However, all things aside (like wrangles not increasing damage as they should), wrangles were originally intended (afaik) as buffs for groups. But the original poster scoffed at the idea of actually grouping with people and buffing them. Traders aren't meant to be uber damage dealers, which is what the general concensus seems to be from many of the trader posts. The original line I was replying to is "LOL so u ppl think we were buff machines b4 what will we be now ? in teams constantly depriving mobs if we can to cast wrangles so ppl can hit better what a joke." That sounds (again, to me) extremely selfish. By the same reasoning, are team heals and nano's a joke? Casting them over and over just to give your group an edge? It's the selfish anti-team attitude that got me going.
Sarelron
Re: Re: Re: Re: Re: Re: OE Whats wrong with it ?
Quote:
Originally posted by Sarelron
Yes, my comment took my feeling about the original post to extremes. It seems to me, from reading a lot of posts from traders, that they:
1) Will be "uber" in PvP
2) Are upset because they can't sell their Wrangles anymore
What upsets me is point 2. Traders claim their wrangles are worthless (post 14.2). However, all things aside (like wrangles not increasing damage as they should), wrangles were originally intended (afaik) as buffs for groups. But the original poster scoffed at the idea of actually grouping with people and buffing them. Traders aren't meant to be uber damage dealers, which is what the general concensus seems to be from many of the trader posts. The original line I was replying to is "LOL so u ppl think we were buff machines b4 what will we be now ? in teams constantly depriving mobs if we can to cast wrangles so ppl can hit better what a joke." That sounds (again, to me) extremely selfish. By the same reasoning, are team heals and nano's a joke? Casting them over and over just to give your group an edge? It's the selfish anti-team attitude that got me going.
Sarelron
Will you please stop talking about traders in general at once? If you investigated more than looking at one thread you would have gone to the trader-board and seen that your wrangle-thoughts simply are not the general opinion about traders.
And traders being pvp-gods..... We are good, but not gods. If you base this on traders today most of the <90 twinks will have to rebuild their trader pretty much and not being that effective anymore. If you base this on the article you either did not read it or just jumps on the "traders will be pvp-gods"-bandwagon.
Re: Re: Re: Re: Re: I was positive, now I'm VERY negative
Quote:
Originally posted by Sarelron
Well, I can't pull up my rider reqs right now, but I swing duel 104, and the HW reqs for a 100 are 285. My unbuffed HW is currently 460.
Sarelron
At level 77, assuming you max your HW every level you would have <BASE> + 231, assuming you have QL 100 implants in you'd gain an extra +108.
That is assuming you gave up both the Shining and Faded slots for One Handed Edged and used them for Heavy Weapons. Giving up 77 point of 1HE for some reason or another.
So, we got you at <BASE> +339, let's be liberal and give you 50 points of base, so you are up to 389.
Where exactly are you getting those extra 70 points from? Also, how exactly are you meeting the OHE requirements (which is much higher than the HW) with only a single bright cluster for it?
So lets say you ARE sitting at 389 unbuffed HW, requirements on a QL104 are 442 OHE and 293 HW. A similar level trader could lower your HW by 325, leaving you with a whopping 64.
Percentage cut offs for a QL 104 Rider, based on HW skill:
80%: 234
60%: 176
40%: 117
20%: 58
Just as I said... you'll be doing -50% damage, and REALLY close to -75%. Not to mention being dubuffed by 325 points means you lose 325 to your attack rating, which is damn the loss of 81.25% damage multiplier to the base of damage of your weapon. (400 attack rating = +100% of base weapon damage).
Let's not even get into your one implant 1HE skill (which as I figure it is pretty close to the requirements on the weapon).
Re: Re: Re: Solo-ability on 100+ >:(
Quote:
Originally posted by Lucid Flow
The problem is that at level 108, you need about 2.3m exp to level. A yellow mob at that level might give you 7-10k exp.
That means you have to kill 230 yellow conned mobs (max 10k exp each) in order to level once.
Do you know how much time that will take?
Welcome to Everquest!