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FD 2.0 to arrive GU #3
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Topic: FD 2.0 to arrive GU #3 (Read 8700 times)
Mortiferous
Recruit
Karma: +0/-0
Posts: 9
Re: FD 2.0 to arrive GU #3
«
Reply #15 on:
August 16, 2007, 12:02:10 PM »
Matter of opininion then. A 20% failure rate against mobs 2 levels higher than you is entirely reasonable to me. Asking for anything more would take away from the challenge and make it 'easy'.
Logged
Mortiferous - Level 50 Dragon Style monk
Woefeather server
Quinn the Mighty
Monk Lead
Kyoshi
Sensei
Karma: +50/-38
Posts: 443
Re: FD 2.0 to arrive GU #3
«
Reply #16 on:
August 16, 2007, 12:17:46 PM »
Quote from: Mortiferous on August 16, 2007, 10:05:44 AM
Can anyone say what our base chance of success with FD is now? I'm guessing it's probably pretty close if not identical to the 90% base vs equal level mobs we're talking about with FD 2.0.
As I read it, the difference will be that we make 1 check vs the highest level mob rather than making a successful check for each mob. If this is the case, then I think we can expect fewer FD fails overall.
Anyway, i see no problem with the +/- 5% per level adjustment. We have a 1-second refresh on FD and several skills to help us survive a beating for a couple seconds, not to mention swapping out for a parrying sword when pulling. It's a level-based skill, not an 'easy' button.
The Base Chance was 90% for the 1st 3 mobs then it goes down to 45% for every mob after that. Thats why when you pull 4 mobs and then immediately FD that 4th mob runs to your corpse and hangs out at your "corpse". The bug is that the 4th mob doesnt run up and start hitting you.
~QTM
Logged
Fujitsu
Sensei
Karma: +23/-20
Posts: 847
Re: FD 2.0 to arrive GU #3
«
Reply #17 on:
September 21, 2007, 06:42:36 PM »
2 new builds on the test this week, and none contain the new feign death changes. Any chance you could get an eta of when its gonna be on test qtm?
Logged
Swang
Master
Karma: +0/-1
Posts: 83
Re: FD 2.0 to arrive GU #3
«
Reply #18 on:
September 22, 2007, 12:51:18 AM »
This is good news indeed
Was something us Monks banded together and pushed for in Beta Round table discussions. FD should indeed be a learnt skill, and not something you just press and prey.
Currently you need 4 mobs chasing you in order to FD split pull, I hope this can also be adjusted to 2 or 3.
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Khana Kopnisien
Sensei
Karma: +9/-4
Posts: 369
Re: FD 2.0 to arrive GU #3
«
Reply #19 on:
September 22, 2007, 03:23:18 AM »
I hope so... even at 47, I'm having a hard time splitting in Rahz due to the fact reds hit so hard. I think I die an average of 15 times per three hours, lol - in defensive, with Aum Liat and a Martial Sword.
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Khana Kopnisien /\ 50 Dragon Monk /\ Lowland Elites /\ Halgar
Swang
Master
Karma: +0/-1
Posts: 83
Re: FD 2.0 to arrive GU #3
«
Reply #20 on:
September 22, 2007, 03:35:14 AM »
Quote from: Khana Kopnisien on September 22, 2007, 03:23:18 AM
I hope so... even at 47, I'm having a hard time splitting in Rahz due to the fact reds hit so hard. I think I die an average of 15 times per three hours, lol - in defensive, with Aum Liat and a Martial Sword.
You got the right idea Khana, Reed in the Wind and Swaying Step helps here too
Mind you @ 50 you still die a lot in the palace
Logged
Rielle
Recruit
Karma: +2/-0
Posts: 19
Re: FD 2.0 to arrive GU #3
«
Reply #21 on:
September 22, 2007, 08:45:18 AM »
Yes, at 50 I do die loads trying to split for my group in RI - it's downright embarrassing. Considering that the mobs in RI and other places of level 50 player concentration are 52+, what level can we expect them to be in The Ancient Warehouse? I don't understand arguments berating those of us who wish we could use FD as a pulling tool with a fair degree of reliability as "chickens to challenge". If FD had been as unreliable in EQ1 as it is in VG, monks would have been laughed right out of the game. As it is the main reason we get PUG's on my server as damage dealers must be because nobody comes here and sees the complaints
from within
the monk community about our DPS.
Why should FD be any less reliable than some specialized attack?
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Swang
Master
Karma: +0/-1
Posts: 83
Re: FD 2.0 to arrive GU #3
«
Reply #22 on:
September 22, 2007, 10:48:20 AM »
If think if FD is to be learnt it should be learnt beyond the point its at right now.
Also wondering how this will be implemented will level 50 players automatically hit the cap? or will we have to start from scratch
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Kivik
Grandmaster
Karma: +0/-1
Posts: 106
Re: FD 2.0 to arrive GU #3
«
Reply #23 on:
September 22, 2007, 11:40:53 AM »
Currently on test the 4 mob bug used to solo split mobs is gone. Mobs still run back to spawn point and at the same time
during our APW runs. 2 monks can consistantly split any set of mobs and also choose exactly what mob comes to the group. When using only 2 monks a fast tag is needed from the tank so the monk running the mob to the grp can fd in time before the other monks fd'd mob reaches him and the grp.
This is just what i have seen and tested so far as of last night. I really hope they fix the mobs rushing back to spawn point at same time soon.
On a side note FD stone rezz in combat is no longer usable by anyone as the gems/stones are tied to the combat themselves and not the player using them.(tested last night in APW)
Kivik
Logged
Mcslappy
Master
Karma: +1/-7
Posts: 53
Re: FD 2.0 to arrive GU #3
«
Reply #24 on:
September 22, 2007, 04:11:08 PM »
Quote from: Kivik on September 22, 2007, 11:40:53 AM
On a side note FD stone rezz in combat is no longer usable by anyone as the gems/stones are tied to the combat themselves and not the player using them.(tested last night in APW)
Kivik
So retarded and completely broken. Hey I got an idea, lets give monks flower weapons that heal mobs instead of doing damage as well.
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Mcslappy
Master
Karma: +1/-7
Posts: 53
Re: FD 2.0 to arrive GU #3
«
Reply #25 on:
September 22, 2007, 04:12:06 PM »
Quote from: Kivik on September 22, 2007, 11:40:53 AM
On a side note FD stone rezz in combat is no longer usable by anyone as the gems/stones are tied to the combat themselves and not the player using them.(tested last night in APW)
Kivik
And I'll bet $50 that both the disc and necro rez still works.
Logged
Fujitsu
Sensei
Karma: +23/-20
Posts: 847
Re: FD 2.0 to arrive GU #3
«
Reply #26 on:
September 23, 2007, 12:02:16 PM »
Id bet 50$ the wont work by the time apw goes live.
Quit with the whining about losing rez stones please, go play wow if you want to zerg content.
Bottom line is this,
1) if your raid group has 3-4 healers, that means 3-4 people can die incombat over a 10 min period and be rezed in combat
2) rez stones only work on healers, so if your losing healers, tell the bm to stop nukeing and the disciples to get out of ae range/melee range
3) IF more then 3-4 people are dieing in a single fight that lasts over 10 minutes, you may want to reconsider your strategy
4) Fights are short, if you cant wait 10-20sec then you probably are gonna fail on the content anyways
Logged
Crazer
Recruit
Karma: +1/-0
Posts: 12
Re: FD 2.0 to arrive GU #3
«
Reply #27 on:
September 23, 2007, 03:20:47 PM »
Quote from: Fujitsu on September 23, 2007, 12:02:16 PM
2) rez stones only work on healers, so if your losing healers, tell the bm to stop nukeing and the disciples to get out of ae range/melee range
I'm afraid you're right about disciples here, and it's a flat damn guarantee that we'll be worthless in raids unless something changes. Without melee, disciples not only cannot use most of our good heals, but can't generate any Jin for bonds, either (we don't get meditate). You might as well invite Rakurr shaman, but tell them not to summon a pet
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Fujitsu
Sensei
Karma: +23/-20
Posts: 847
Re: FD 2.0 to arrive GU #3
«
Reply #28 on:
September 23, 2007, 04:27:48 PM »
yeah i didnt mean that as a flame to dsciples so thanks for not taking it that way, im well aware that dsciples HAVE to melee to heal.
Logged
Mcslappy
Master
Karma: +1/-7
Posts: 53
Re: FD 2.0 to arrive GU #3
«
Reply #29 on:
September 23, 2007, 07:38:37 PM »
Quote from: Fujitsu on September 23, 2007, 12:02:16 PM
Id bet 50$ the wont work by the time apw goes live.
So they are going to BREAK class skills because they can't design themselves out of a paper bag?
Quote
pointless rant deleted
The issue is the Devs breaking classes instead of doing their job and constructing the encounters to take into account the ability of the classes. All the ranting and the raving about go play wow won't change that. The devs are too inept to actually think about creative encounters so have to increase the difficulty of the encounters by nerfing abilities of classes.
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