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  1. #1
    Player
    Huginn's Avatar
    Join Date
    Dec 2011
    Location
    Gridania
    Posts
    301
    Character
    Huginn Aesir
    World
    Hyperion
    Main Class
    Archer Lv 50
    By setting the skeletons at a distance of 1 arena radius from the dragon, you:
    A. have the shortest possible route for a skeleton to take from the perimeter
    B. do not have a tactical priority for skeleton kills.
    C. run the risk of skeletons being dragged in two different directions, resulting in the skeleton staying nearest the dragon.
    D. fail at mathematics

    The most efficient way to deal with it is to take the dragon to the perimeter and kill the skeletons on the perimeter starting at 90º from the direction of the dragon from the center and working your way to opposite the dragon, with the remaining skeleton either killed on the perimeter pad closer than 90º from the dragon, or better yet, in the area between the perimeter pads.
    This ensures that every single chord vector that the skeletons will take toward the dragon is GREATER than the radius of the arena, with the exception of tactical priority #1 skeleton which is closest to the dragon, unless said skeleton is killed between the perimeter pads, in which case ALL chord vectors will be greater than the radius.

    Please learn mathematics, specifically, Geometry

    Or just say that moving enemies is an exploit
    (1)
    Last edited by Huginn; 02-13-2014 at 06:33 AM. Reason: character limit

  2. #2
    Player
    Zarzak's Avatar
    Join Date
    Aug 2013
    Posts
    599
    Character
    Zarzak Tigerspirit
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Huginn View Post
    Please learn mathematics, specifically, Geometry
    SO your saying statistically the average 16 dps in a CT group are too damn retarded to manage dpsing the skeletons from 100% to dead before they reach the middle and due to this they need more time to do so?


    Lets also point out all the nice variables your choosing to ignore.


    1. Running around required with this strat that is non existent in the intended strat. Each group is spread out so that all healers/ranged are in range of the skeletons their group is responsible for from start to finish in the intended strat. The strat you propose not only do the melee have to run across the entire room before they are able to engage the skeletons (losing dps) the healers and casters also have to move.

    2. The tanks dragging said skeletons are going to almost always be out of range of heals unless once again they move with the tanks... thus removing heals from the MT and the dps those heals are responsible for.

    3. As the skeletons converge on a common destination they will reach a point that they are close enough for all the skeletons to get the speed buff .



    Please learn logic, specifically, common sense.
    (3)

  3. #3
    Player
    Huginn's Avatar
    Join Date
    Dec 2011
    Location
    Gridania
    Posts
    301
    Character
    Huginn Aesir
    World
    Hyperion
    Main Class
    Archer Lv 50
    Quote Originally Posted by Zarzak View Post
    SO your saying statistically the average 16 dps in a CT group are too damn retarded to manage dpsing the skeletons from 100% to dead before they reach the middle and due to this they need more time to do so?


    Lets also point out all the nice variables your choosing to ignore.


    1. Running around required with this strat that is non existent in the intended strat. Each group is spread out so that all healers/ranged are in range of the skeletons their group is responsible for from start to finish in the intended strat. The strat you propose not only do the melee have to run across the entire room before they are able to engage the skeletons (losing dps) the healers and casters also have to move.

    2. The tanks dragging said skeletons are going to almost always be out of range of heals unless once again they move with the tanks... thus removing heals from the MT and the dps those heals are responsible for.

    3. As the skeletons converge on a common destination they will reach a point that they are close enough for all the skeletons to get the speed buff .



    Please learn logic, specifically, common sense.
    So, you are saying that the skeletons should be killed at the closest possible position to the dragon that will still result in their deaths before they reach the corpse?
    By your logic, in your opening statement, would it not be best to simply kill the skeletons at the closest platform to the center, with the dragon at the center, considering that a group of 16? (did you mean 12? or are you counting healers or tanks as dps?) dps could easily kill them before they reach the dragon?

    Do you see what it looks like when you put words into other people's mouths when they made no such reference at all?

    MY apologies for not explaining it in simpler terms and including the movements of players

    In no way did i ever state that it was not statistically plausible for OP's strategy to work, i simply pointed out the inefficiencies of the strategy which is also known as a cluster of "i want to be on the other side, stop hitting my skeleton" and AoE "fun."

    1. Running around required is virtually the same as with what you assume is the intended strategy. As the healers can stand in the middle or slightly toward the main tank, they will be in range or very close to range for healing and as such will not need to move. Having just two to four ranged damage dealers means that they do not need to move very far, if at all on all but one skeleton. Using this strategy, you will normally have 2 tanks and 1 DD per skeleton. most often, one to two tanks per skeleton will grab aggro, pull it to their end, and while they are pulling, the DD will take the HP of the skeletons down to almost nothing without having to move from their dragon damaging locations and the tanks will finish the skeleton off at the drop off location.

    2. the tanks dragging the skeletons do not need heals while dragging the skeletons to the drop off point and may need healing only after returning to pick up the next skeleton. This does assume that the tanks are relatively well geared (ilvl 55+ armor) and know how to manage hate and mitigate damage. This results in no need for healers who are healing the main tank to move from their locations of healing the main tank.

    3. although the vectors of the skeletons, if drawn on the map, would be close enough to grant the speed buff, the actual positions of the skeletons at any one given time are indeed not close enough to grant the speed buff. To say that they are close enough is like saying that cars entering an intersection at different times will collide, or that by travelling in a figure 8 path would result in you running into yourself. it is simply incorrect.

    but who am i to judge? afterall, you do have 1 tank, 1 melee DD, 1½ ranged DD and 1 healer fully levelled. you know all the roles, so ill defer to your experience and expertise
    (0)
    Last edited by Huginn; 02-13-2014 at 07:25 AM.

  4. #4
    Player
    BotenAnna's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    136
    Character
    Lady Gaga
    World
    Excalibur
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Huginn View Post
    Please learn mathematics, specifically, Geometry
    then why do you want healers to run r and dps to run 2r when they can just run 0r and 1r respectively

    a lot of wasted dps and healing

    who's bad at math now
    (0)

  5. #5
    Player
    Lyrinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,524
    Character
    M'kael Jin
    World
    Tonberry
    Main Class
    Conjurer Lv 3
    Oh great, now people are getting into the mathematics of Bone Dragon (lol).

    Both ways work, end of discussion, thread over.
    (10)

  6. #6
    Player
    Huginn's Avatar
    Join Date
    Dec 2011
    Location
    Gridania
    Posts
    301
    Character
    Huginn Aesir
    World
    Hyperion
    Main Class
    Archer Lv 50
    Quote Originally Posted by Lyrinn View Post
    Oh great, now people are getting into the mathematics of Bone Dragon (lol).

    Both ways work, end of discussion, thread over.

    agreed. ☻☺☻☺☻☺☻☺
    (0)

  7. #7
    Player
    Aegis's Avatar
    Join Date
    Mar 2011
    Posts
    1,161
    Character
    Aegis Elisus
    World
    Balmung
    Main Class
    Armorer Lv 70
    Quote Originally Posted by Lyrinn View Post
    Oh great, now people are getting into the mathematics of Bone Dragon (lol).

    Both ways work, end of discussion, thread over.
    Wait... waaaiiiitttt.... the horse just twitched. Hit it again!
    (5)

  8. #8
    Player
    Doo's Avatar
    Join Date
    Oct 2013
    Posts
    1,113
    Character
    Buster Posey
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    Tanking Bone dragon on the perimeter is equivalent to wanting ilvl 90s to do Extreme primals.

    Quote Originally Posted by Dhex View Post
    Oh shut up.

    edit:

    Seriously.

    Shut. Up.
    Calm down and realize how stupid it is to tell a random guy on the internet to shut up. It's like casting benediction when your party member has died. It has no effect.

    My point is players trying to make an easy fight fail safe.
    (1)
    Last edited by Doo; 02-13-2014 at 09:01 AM.

  9. #9
    Player
    BotenAnna's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    136
    Character
    Lady Gaga
    World
    Excalibur
    Main Class
    Marauder Lv 80
    all of that is wrong, for reasons outlined
    (1)

  10. #10
    Player
    Lumiin's Avatar
    Join Date
    Nov 2013
    Posts
    248
    Character
    Secare Miura
    World
    Adamantoise
    Main Class
    Arcanist Lv 50
    Dealing with the skeletons wouldn't be so bad of the other tanks would STOP TAUNTING OFF ME WHEN I ALMOST HAVE IT TO THE LAST PLATFORM!!! then the dps kills it cause it's almost dead anyway and where does it die? On the first platform.
    (0)

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