Results 1 to 10 of 161

Hybrid View

  1. #1
    Player Motenten's Avatar
    Join Date
    Mar 2011
    Posts
    321
    The point of my post was to show that, taken at face value, skillchaining -- including holding TP to skillchain -- is worth it, as it improves overall DPS. That was to counter the argument that skillchaining is not and has never been worthwhile simply due to TP sync issues.

    The problem is that we don't get skillchain damage "at face value", except on fairly weak mobs where a skillchain is generally going to be overkill anyway. We instead get heavily crippled skillchain damage on any mob where we'd give serious consideration to using this tactic.

    Note: I was -not- talking about self-skillchaining. My numbers were explicitly for someone who had to wait for another DD to reach 100 TP to initiate the skillchain.


    There are two changes that are needed for skillchains to be considered useful:

    1) Fix the missing log info when you change gear. It's alright if the animation doesn't show (though it would be nice if it did), but the players absolutely need to be able to see the damage done for it to be "real".

    2) Adjust the accuracy of the skillchain effect. This is very vague, as we really have no idea what affects the "magic accuracy" of the skillchain damage. I would be inclined to take a page from blue magic and make the accuracy the same as the accuracy of the mainhand weapon that closed the chain, but I have no reference point as to how that would compare to the current system.

    The sc accuracy is obviously checked against the mob's magic evasion. We know that mages and cors can do respectable damage with nukes (ie: non-resisted, generally), aside from certain elements on particular mobs, and we know that the magic accuracy available to them is in the same general vicinity as the physical accuracy available to melee. So why is it that the melee's skillchain damage is lucky to break double digits on higher end mobs (the equivalent of a third or fourth tier resist)?

    Whatever the cause, it needs fixing.

    Those two things are really all that's needed for skillchaining to be a potentially useful tactic in fights. It won't always be useful, but it at least -can- be useful some of the time.
    (5)

  2. #2
    Player hiko's Avatar
    Join Date
    Mar 2011
    Posts
    774
    Character
    Meuporg
    World
    Ragnarok
    Main Class
    BST Lv 99
    Quote Originally Posted by Motenten View Post
    The point of my post was to show that, taken at face value, skillchaining -- including holding TP to skillchain -- is worth it, as it improves overall DPS. That was to counter the argument that skillchaining is not and has never been worthwhile simply due to TP sync issues.

    The problem is that we don't get skillchain damage "at face value", except on fairly weak mobs where a skillchain is generally going to be overkill anyway. We instead get heavily crippled skillchain damage on any mob where we'd give serious consideration to using this tactic.

    Note: I was -not- talking about self-skillchaining. My numbers were explicitly for someone who had to wait for another DD to reach 100 TP to initiate the skillchain.
    another "weak" point of SC overall dmg is you might need to use a subpar WS to make SC
    (2)

  3. #3
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Motenten View Post
    2) Adjust the accuracy of the skillchain effect. This is very vague, as we really have no idea what affects the "magic accuracy" of the skillchain damage. I would be inclined to take a page from blue magic and make the accuracy the same as the accuracy of the mainhand weapon that closed the chain, but I have no reference point as to how that would compare to the current system.

    The sc accuracy is obviously checked against the mob's magic evasion. We know that mages and cors can do respectable damage with nukes (ie: non-resisted, generally), aside from certain elements on particular mobs, and we know that the magic accuracy available to them is in the same general vicinity as the physical accuracy available to melee. So why is it that the melee's skillchain damage is lucky to break double digits on higher end mobs (the equivalent of a third or fourth tier resist)?

    Whatever the cause, it needs fixing.
    SC's don't work due to the timing involved. Two or three people can reasonably coordinate a SC, anymore after that and someone will either be holding TP or interrupting the SC. The magic accuracy used for the SC is the same as what's used for magical WS. The magic accuracy of the closing SC member with their weapon skill used as the base component. Since heavy DD's don't WS with magic accuracy gear on you end up with dicey magic accuracy and thus seemingly random SC values. SC damage should be unresistable flat damage, but it's SE.
    (2)

  4. #4
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by saevel View Post
    SC damage should be unresistable flat damage, but it's SE.
    Yup and double yup
    (1)
    I'm a RequieSCAT-MAN!

  5. #5
    Player Theytak's Avatar
    Join Date
    Mar 2011
    Posts
    485
    Quote Originally Posted by saevel View Post
    SC damage should be unresistable flat damage, but it's SE.
    While I agree, even that wouldn't make SCs something other than a hindrance.
    (1)
    Siren Server since 2004
    AKA Lady Jinte of Allakhazam
    Quote Originally Posted by SpankWustler View Post
    Nutcracker had trained for years to crush the crotch and/or obliterate the ovaries of each and every monster in Vana'diel. Not even some weird thing that fish have called a "cloaca" could stem his robotic rage towards reproductive bits.

  6. #6
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Theytak View Post
    While I agree, even that wouldn't make SCs something other than a hindrance.
    No but it would reward those who actually work to time their WS's such that they produce SC's. Me and my friends who often low man stuff try to time our WS's to create SC's and double SC's. We're on vent and there's rarely more then three people engaged so it's not difficult, but still we should get more out of it then resisted damage.
    (1)