After reading the agent-forum for a while I decided to put some of the great ideas in here.
I just think we need some agents discussion in this part of forum too. They need some change.
Thanks to Monstajugz, Fakewin and Canidy for great posts.
Monstajugz on False Profession:
Hi,
My name on RK-1 is Monstajugz and I'm a 110 OT agent. I am really dissatisfied with the recent changes in False Profession, and here is the reason/reasoning.
Before 13.1 FP acted just like tank armor. If you had twice the nano available it would cost all of it to cast, yet if u were a little short of twice but still had the nano to cast w/o the penalty it would still let you use the nano.
Now the FP nano lines have 150% na penalty. As you go up in the lines through assume and mimic, the NA penalty decreases. That is good. As far as the recent changes in penalties in NA go, I am all for it. But this is where I feel that funcom's idea of False profession stops being rational.
If you look at nanos of other professions, u see them outperforming any nano of a lower QL in the same class. For example, Essence of Titan adds more HP, STR, and STM than Essence of Cyclops. The only drawback is that it takes more nano to cast, this makes sense. You don't see Titan adding more STM but less STR than cyclops. That wouldn't make sense.
Now look at the FP nano line. The only thing that changes as u go up in QL is a slight decrease in NanoC. and NA penalty, and huge penalties in the amount of time it lasts and negatives to our nano skills. I don't see why anybody would choose to use mimic profession over false profession.
As a nano goes up in QL it is supposed to get better. I suggest:
FP starts off with -85 to all nanos, 150% in NA cost, and 1hour FP duration.
Assume could have -50 to all nanos, 100% in NA cost, and 45 minute duration.
Mimic would be -25 to all nanos, 50% in NA cost, and 30 minute duration.
Now THAT would make sense. But i don't see why anybody would dump points in IPs just to use a worse nano as of now. This doesn't make sense to me, and to anybody I've talked with.
Please consider this. I feel that funcom has overdone the balancing. Agents weren't that strong to begin with, and we've undergone nerf after nerf and I honestly don't feel the point in playing one anymore. We're just another average damage class with nothing to show for now. Funcom has made an RP game into a mindless ill-balanced Combat game.
MonstajugzFakewin on Aimed Shot, part 1:
Aimshot is screwed up beyond recognition, and now i am tired about FC tries to say this is improved and some moronic comments by players in agree upon this, now its time to give some facts.
I too the BEST weapon for agents at the moment ,well that can be discussed but from whati see its a very good weapon.
Weapon:
Agent lvl 108
O.C.T. 77a. Ranee, ql 188
Dmg 13-410(580)
Attack rate: 2.5
Recharge : 2.5
clip 5
Hud3 : Extreme low targeting scope ql 108, crit:+8%
aimshot : 720
attack skill: 605
I have different buff so i separate them into class these numbers are taken during my hunting of Borgs at Mort and while i am bored at clainyard,
Case 0: No Buff, Leet at trinyard , crit buff +8%
AS:
4676 7014 2338 2338
4676 2236 2234 7014
2338 4668 2334 2334
4668 2334 2334 2338
2332
Normal shots:
2338 2333 801 2338 2333 393 2308 2333 2333 2333 2334 256 2333 2334 313 303 159 532 608 2333 2333 2333 793 2333 1333 2333 2333 2333 2334 256 2333 2334 128
Case I: AT+VS, Cyborgs, crit +34%
AS:
1033 5032 2332 1033 1033 2106
1033 1053 2540 2550 2049 1051
2110 1050 2486 2441 2441 2449
1046 2490 2490 2096 7206 5006
1042 1042 2501 2121 2513 2110
2550 7650 4676 7014 4676 2226
2226 7014 2338 2338 4668 2334
2334 4668 2334 2334
Normal shots:
2338 2332 512 2338 2333 801 2338 2338 398 2338 2333
2334 256 2333 2334 2334 313 303 159 532 2333 608 2333 793 2333 2333 1333 128 587 134 273 201 376 314 84 89 171 445 463 2101 362 103 568 503 86 464 126 526 2117 491 558 680 2127 169 347 99 2127 156 240 183 282 2179 253 2177 635 635 574 568 2145 266 162 2136 179 32 257 465 2163 250 99 2136 166 89 242 557 55 2131 2112 2112 213 113 2150 206 302 241 2112 401 291 480 391 530 2140 622 485 309 2140633 451 2181 593 325 239 39 557 476 2115 615 242 202 482 394 334 655 639 170 629 2194 2154 2154 2194 2179 81 636 782 282 2178 253 2177 635 574 568 2145 266 162 2136 17982 357 465 2163 250 99 2163 167 89 647 95 401 186 256 2070 185 2193 217 438 2143
Case II: SG , +15% crit, Cyborgs at Mort
AS:
2486 2441 2449 1046 2490 2490 1046 2490 2490 2096 7206 1013 1015 1015 2450 1010 2450 1016 2030 1016 2030 1010 2032 1016 3048 1030 1030 1030 1030 2436 2436 1030 2435
2443 4182 1051 1051 1051 7520 3153 2102 5006 2500 2500 1021 4908 1046 1046 1046 1046 2490 1046 7460 2490 2490
1030 1015 1016
Normal shots:
2126 81 367 286 81 2150 148 2139 358 116 273 108 631 122 124 58 289 545 515 312 435 309 2117 327 2145 180 515 109 2099 268 388 669 161 154 174 669 161 133 2075 335 2104 652 604 169 410 439 410 587 635 2080 514 650 645 609 2090 402 372 554 40 120 2117 613 30 2138 224 53 276 584 397 62 466 571 631 499 610 233 118 632 2152 523 2138 209 2081 559 292
230 133 579 209 487 477 537 187 109 86 2037 64 642 184 90 254 549203 291 522 477 478 143 435 233 455 633 574 376 2135 542 117 300 156 2100 140 56 412 140 2104 622 645 248 558 2071 383 513 569
This is RAW material from which i am going to discuss the flaw in AS in detail and motivate why its so poor. So lookout for the sequel of this topic! I could improve the damage output if i maxed out shotgun skill, which would be from my estimate at most 10-20% increase of average damage ( concluded while using +200 trader buff discount already taken for rifle bonus)Fakewin on Aimed Shot, part 2:
I want to start this thread with a quote from Kyoshi E.M. Morris, MA trainer in international Jiu-Jitsu,
"After u have pinned down the opponent with this technique, broken his arm, u better be quick broke is other arm too since otherwise you will have a pissed opponent at your throat"
This is not exact but the content is the same, the point is clear i hope and surely it suit this general discussion here.
Part 0 :
Shows clearly that u cant discuss AS from there value since they arent correct, we must take us out to real ombat place and as soon we come to green mobs the stastistic shows the similar result as below but slightly improved. Why this difference, the answer is : evade skills.
Part I:
It is claimed that Automatic target (AT) is supposed be the same as VS (Vulnerable Seeker) which i am not sure of. It seems to me that the chance for crit without any boost from eq is less than 10%, perhaps 5%. Here we see 77% crit for AS and 29% for normal shots.
Part II:
SG was claimed to be not functional for a while dont know wether this is still true. 15% crit chance for normal shots with +8 come from targeting scope. Crit chance for AS is 53%.
Remember, i dont know exactly the effect of evade skill, but if i assume VS=13%, Scope = 8%, SG =8%, Base Crit 10%,AT=13%. Then we get from Part I, that the evade skill mod is -13%. If We apply this to Part II for calculate SG, then SG = 15-8-10+13 = 10%. This proves nothing more than that the observation lies within margin of error and that we can proceed with the discussion with next part, damage output range.
I have been with NT, the real nuke in this game, they are very similar in game style as for agent while soling, in general NT is outstanding ( my own experience) in solo if u choose your targets wisely. Root/Calm + nuke spell is a lovely combination. Agent cannot do this due "awareness" which is amazing miss FC have done. If now according to quote, have succed in broke the arm of your subject, well i should be able at least broke it another time or make my AS twice as good the very beginning.
Why? As you clearly see which i wil discuss in Part III the distribution of dmg output AS is screwed up!Fakewin on Aimed Shot, part 3:
This is the continue of the discussion,next step in my argument of why AS is screwed up, from what you see the crit chance while using all the best current buff is used you get a from what i understand a fair crit chance, i dont wanna argue what i think of what critci chance shall be used since i dont have a clear picture what model FC have for AS, so i want to discuss the general features of the raw data material.
From what i see people are satisified with this minimum damage, this can be ok against lower mob, green ones which mean 20% reduction by AS against a mob in which case for me light green, lvl 80-100.
From a quick glance it seems the AS works like a damage multiplier is added to a normal shot. And if the damage is under a threeshold, ie max damage ie 410+580+14, 1004 damage (havent taking in account 2x title I Projectile Dam rings).
What i react upon is the low average damage, its not acceptable, all classes with root have better damage output or similar. The first shot wether its 2k or 3 k in average is nothing compare to the total hp on the mob its the base damage that is most important then. In this case the average is close to the crit damage of a normal shot, amazing poor skill i must say, since i only can using it once in battle. For you who havent followed the development from Fc, yes, u cant after patch 13.0 with nerf of cloaking device make more than 1 AS against same mob.
Further investigation will be made using correlation diagram technique. However before i do this it would be nice if i could get more info and feedback from Funcom or player who knows this better about damage calculation, AS damage calculation. Its alot of work behind this.Canidy on Concealment:
I would like to see conceal work like this:
IT is the primary skill an agent has and should be used as pets are used for MPs/Engies/Crats - IT should be a powerful tool that other's envy as only agents can really RAISE their conceal to a very high level.
1) When doing missions, conceal never just "goes off". If you are seen, you should have the chance to run "out of the line of sight" and then conceal again.
2) There should always be perception vs conceal checks, and make the mobs have REALISTIC perception levels. Honestly the only thing that should see a maxed out agent is another agent so a Veteran Clan Spy should have a CHANCE to see you, other classes probably shouldn't.
3) agents are COVERT, why can't we sneak into missions, unlock doors/go through water etc without conceal staying? IMO only combat or a perception vs conceal roll should break my conceal. You say they can hear me, so what if they can't SEE me they can't attack!!!
4) I would like to conceal work in enemy cities against guards. How can agents get intelligence if the guards blast us? Again if we do something to attack that breaks. IE in 2ho if a clan agent is concealed and guards don't attack, as soon as they attack or get attacked, that conceal breaks and the guards can step in.
5) When missions goto stealth setting i want this to have more RP stuf for agents. Make our conceal more about just getting cash from missions, high level agents get/have more cash then we will ever use, we like to sneak to FEEL like we are agents.
Basically make conceal a skill worthy to have, I would like to see shadow bonuses/night bonuses, as well agents should have a special SHADOW CLOAK (maybe other lesser sneaking classes would like this too) I mean you made a 1k token board have +200 conceal, why not a cloak that is rare or you can only get with a certain title. Doctors have omni med suits where you can get +80 to treatment/firstaid by wearing it, how about a cloak that does something similar.
Make conceal more worthy, maybe take the stacking agent/adv buffs out, but make a 1000 conceal worth somethng special.
Lastly FIX cloaking devices, they are broken.
Canidy
LVL 112 Agent