Title: Updates July 12th Post by: Secrets on July 12, 2010, 08:18:11 am - SK epic clicky should be fixed. It now works on NPCs only, and does gradually increasing damage each tick. The more NPCs affected by the DOT, the greater the damage output as it ticks.*
* NOTE: This is only active after the next 6am reboot from this post (or a manual reboot by Hunter.) Title: Re: Updates July 12th Post by: Smoka on July 12, 2010, 10:45:07 am Was there a problem with the healing to PC's while doing damage to NPC's?
Title: Re: Updates July 12th Post by: Narcissus on July 13, 2010, 07:46:26 am I think I might have to take my SK out of storage.
Thank you Secrets! Title: Re: Updates July 12th Post by: Secrets on July 13, 2010, 10:05:50 am Was there a problem with the healing to PC's while doing damage to NPC's? Not particularly. It's more of an issue of balance. Speaking of which I fixed the ticking issue on this spell today. Title: Re: Updates July 12th Post by: kyle on July 13, 2010, 10:39:43 am Awesome job secrets! I just tested it out and it does 375 damage per tick, starting at 375 for the first tick, going all the way up to 3000 before wearing off.
Any word on the sorceror charm for SK? ;D Thanks! Title: Re: Updates July 12th Post by: Smoka on July 13, 2010, 12:19:56 pm When I asked you if it was working corretly with a 16k tick, you said that was intended on a 3.0. Now it's 375 with 375 increasing a tick. That dot went from uber to noober. Was this what was intended with your tick fix?
Title: Re: Updates July 12th Post by: Secrets on July 13, 2010, 04:42:13 pm When I asked you if it was working corretly with a 16k tick, you said that was intended on a 3.0. Now it's 375 with 375 increasing a tick. That dot went from uber to noober. Was this what was intended with your tick fix? What was happening was the DoT would start at a set value, and not reset until you zone. That was what I fixed. Title: Re: Updates July 12th Post by: yellowbird on July 13, 2010, 04:59:02 pm Having played a bit with a 3.0 SK and hearing from people who have access to a 4.0 SK I will say that I think it's current level of tuning is appropriate. Would it be possible to make it unresistable? I think that is all that it needs.
Title: Re: Updates July 12th Post by: Reed on July 13, 2010, 05:03:43 pm Having played a bit with a 3.0 SK and hearing from people who have access to a 4.0 SK I will say that I think it's current level of tuning is appropriate. Would it be possible to make it unresistable? I think that is all that it needs. That would make sense. Isnt War aug and Paladin proc unresistable already? Would bring SKs in line with others at that point Title: Re: Updates July 12th Post by: trendkiller on July 13, 2010, 05:07:38 pm I was playing with the new update and it does seem to be doing a good amount of damage coinciding with the 3.0's across the board. But I still did notice a little too much resisting from various mobs like yellow had mentioned. Im at my job now, but will post some parsings later tonight. But a blind number are estimates are about 605stick/30%resist. I do like the idea of unresistable too.
Title: Re: Updates July 12th Post by: Crabthewall on July 13, 2010, 05:24:38 pm Spell seems useless to me today. works only up to base of under 10k before wrapping back down to 1200. This is on epic 4. DPS = terrible even factoring dot. Even if unresistable it's way way too low.
Title: Re: Updates July 12th Post by: Gnaughty on July 13, 2010, 08:15:41 pm Yeah the dps yesterday was welcome and could even help me overlook the resists, some mobs in potime resisted 7 or more casts in a row. Dps this morning was lackluster and not worth taking the spot of a war in my group.
Title: Re: Updates July 12th Post by: trendkiller on July 14, 2010, 10:28:17 pm Wanted to post my findings here as well on this fix, as it needs some work.
alrighty, After playing with this right after launch it was where it needed to be, doing damage reflective of a 3.0 wielding character. But today it is gimped like everyone else has noticed. So, I took the SK to ldon for average playing ground. Took off all damage shields and all effect procing gear. Only had a guardian charm on as well. SO the only thing that would show is the damage from the dot on the epicV3. I went through 3 rounds of singles, adds, and duos of frogs at the entrance. And my results are all the same, I am including a screenshot of the damage output of the last fight.The initial click only does 1dmg then adds 250dmg a tick till it hits 2k Dmg. (http://i650.photobucket.com/albums/uu226/trendkilleraine/EQ000008.jpg) It seems as the spell does not seem to get past 2k in the rolling sequence. It rolls back to 250dmg and starts over again. I am hoping this is not intentional, it should keep gaining on itself until it caps out and the spell ends before it starts out at a low 250 DMG again. It also does NOT spread to other npcs that join the fight. The only way that new npcs joining get the disease is if the SK re-clicks the epic. And some do not get within range even When you re-click because the PBaoe range is too small. My suggestions for improvement are: Reworking the code to make the spell more reflective of damage needed to keep up with qvic and post qvic mobs, rolling dot damage increments of 500dmg a tick building the duration of the spell to cap at 5kdmg. Let me provide you with the math to that one before anyone cries about anything. THat would give this epic click an end total damage of 27k OVERTIME. Considering that the trash in qvic has total Hp's of about 63k and anything above qvic has more HP....27k is nothing. But we ATLEAST need it to be that amount, but not the very very weak 10,501 total hp that the DOT currently has on it. IT is very underpowered and still broken at this point. It gets resisted way too much (qvic mobs resist 50% of the time) So... 1: Increase the HP damage portion of the DOT to cap (at minimum 5k peak tap) thus equaling about 27k total damage 2: Increase the Range of the PBae (it only hits if the mob is ontop of you currently) 3: Make it Unresistable Title: Re: Updates July 12th Post by: Gnaughty on July 14, 2010, 11:21:16 pm Yeah those resists in PoTime were awful, and yes the area it affects is teh poopie, oh well it was a great idea anyhow. I guess it kind of lines up with the crappy click effect paladins have now instead of the large heal they have a stun and small damage woo woo. It was fun playing em while it lasted but back to warriors and serious business.
Title: Re: Updates July 12th Post by: Secrets on July 15, 2010, 09:03:04 am It's not intentional on the resists *and* the DoT resetting. The DoT resetting was sorta intentional as a temporary fix until I could fix it scaling all the way up there, rather than per-spell cast.
I'll be doing some testing today and pushing out a fix later. Title: Re: Updates July 12th Post by: trendkiller on July 15, 2010, 12:03:24 pm ohh.. greeeeeat news!
Thank you secrets =) Title: Re: Updates July 12th Post by: Smoka on July 15, 2010, 06:57:10 pm Awesome news Secrets. Thanks for the incoming fix!
Title: Re: Updates July 12th Post by: Warriorstack on July 19, 2010, 03:20:35 pm Secrets do we have a update coming soonish by chance? I had fun playing my SK the other day :).
Title: Re: Updates July 12th Post by: Smoka on July 20, 2010, 06:09:32 pm Echo echo echo...anyone here? Update? Anything?
Title: Re: Updates July 12th Post by: Smoka on July 23, 2010, 09:41:35 pm Echo echo echo...anyone here? Update? Anything? Did Secrets go into hiding? Title: Re: Updates July 12th Post by: Thyl on July 24, 2010, 03:38:53 pm People do these updates in their free time. Appreciate what you get and don't have expectations.
Title: Re: Updates July 12th Post by: Smoka on July 24, 2010, 03:42:19 pm Yeah, heaven forbid that I hope an update gets done to fix what was changed and is not working.
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