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When you have open source code, you need a way to make sure it maintains good code quality. This is done by (a strange term IMO) a pull request (which should really be called a merge request)
Perhaps it might make the most sense to reduce the cost of haymaker to 6 power.
For aggravate, would it make sense to calculate based on the amount of poison on the blade?
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So , normally I would tell you you want to first get trans blademaster to improve your miss rate, but in the overhaul they are removing the miss rate, and I don't know what transblademaster will get you other than haymaker, whic…
It's a physical affliction. It's not necessarily unique to blademasters. It's an affliction that is supposed to increase bleeding, which it technically does, but is easily clotted away. If monks are to make use of the affliction or other warrior spe…
Just incase my view isn't clear. 1. I think 500 damage every 3~3.5 seconds is too low. 2. I think any abilities that can turn 500 damage into a more reasonable number will be too high of a multiplier. 3. I really don't know if the bas…
Even without knowing what the future skills might be I think it's worth mentioning, and it's certainly worth discussing what an appropriate amount of damage is.
For example, the only way I could see further skills making the damage accept…
It's clear that tracking which affliction your target has will be easier for a person than a computer to recognize. So yeah, it's not a good suggestion. As it is, highlighting the current messages should be sufficient. Amazing what you learn when y…
Interesting, I would think its the opposite. If its fully trackable with messages, that means it is ultimately a code requirement for a warrior system, rather than a player's grasp of the combat situation. If eventually, those who are well conn…
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I'm very happy to hear that was a design decision.
And in the case where the target has the pre-req and the target already has the affliction, can it revert to doing wounds? It seems currently it does only …
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If its not forgotten about, and people are warned about it, its a non issue. If it hits people with a shock, it will cause some grumpiness. That's all I wanted to express. There wasn't any indication in the original post that…
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Well, there's skills like timeslip and illusory self etc. to offset the slower attack. If the runes and stances work as I think, they do then it might bring the strike to below 3 seconds anyway. ( I didn't realize those things would…
As long as people don't become surprised by the fact that they can no longer hit and run before the mob attacks back, it should be fine. I would ask around to see how many midbies still rely on that method with the new health values.
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I'm concerned that 3.5 seconds is too slow. That's the speed I used to bash as a tad'dae and currently I'm bashing at 2.3 seconds. But if every class is now intended to bash at 3.5 seconds that's a different story.
While ot…
I was attempted to clarify for you that I was asking a math question. (For future reference, all my questions about theoretical combat are based on the math behind a "perfect fight".) Yes there are strategies to remove parry, but that isn't what I…
Each attack takes X seconds. Each cure, Y or Z seconds. Except for slitthroat and knocking prone (Which themselves will take many hits to make stick/take longer to cure) the other afflictions don't use the ice cure. (Does that mean the design is…