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Messages - Peter

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31
Warhammer Online / Re: AP Regen Issues
« on: October 04, 2008, 10:46:12 PM »
I will cover AP regeneration in a future thread should I ever get bored enough to do the math and do a write up.

32
Warhammer Online / Re: Peter's list of basic stuff
« on: October 04, 2008, 10:45:16 PM »
Reserved

33
Warhammer Online / Peter's list of basic stuff
« on: October 04, 2008, 10:38:46 PM »
I will be adding basic gameplay mechanics to this thread whenever I get bored - mostly just for reference, not for debate.


Racials Tactics

Every race gets two different racials at rank 11 and 23. These are unique, passive, and are mostly chance-based. The exception is the dwarf that gets two passive that provide a guaranteed that is not chance-based.

Every race gets a resistance racial at rank 17 with the same strength. Resistance racials are of little general but might be valuable to swap in once in a blue moon (or in resistance based PvE encounters should there be any or to counter a group of sorceresses focusfiring you down with corporeal damage or something outré like that, but sorceresses do both corporeal and spiritual, so is it really worth using a tactic slot for if they have even half a brain between them?).

These racials tactics are, in general, not very good compared to class/spec specific tactics, but there are a few good ones amongst them of at least situational usefulness.

All damage/healing numbers in the tooltips are for rank 40 without any talents, masteries, INT, or WIL affecting them.

High Elf
11 [spell]818[/spell]
25% chance to apply a tiny non-stacking DOT when hitting. Only to be used when you have no tactics available that actually supports what you are doing.
17 [spell]819[/spell]
Increased elemental resistance.
23 [spell]823[/spell]
10% reduced chance to be defended against. Might be useful - math not yet done.

Dwarf
11 [spell]713[/spell]
Recover from stuns and knockdowns 50% quicker (duration of immunity is not reduced from original value). Since the number of stun and knockdown abilities out there on the PvP battlefield increases with rank, this looks like a decent PvP talent throughout the game.
17 [spell]714[/spell]
Increased corporeal resistance.
23 [spell]716[/spell]
Increased armour by fixed amount (probably most useful to those not so tough and grudgebearing)



Empire
11 [spell]779[/Spell]
25% to get a small damage shield for 10s whenever attacked - can occur only every 3s. Looks decent for the level at which it is achieved.
17 [spell]777[/spell]
Increased spirit resistance.
23 [spell]776[/spell]
Whenever you are healed, there's a 25% chance to get healed a tiny fixed amount extra. Hard to imagine anybody not having better tactics to use than this by level 23.



And an honourable mention: GREENSKINS!
11 [spell]760[/spell]
25% chance when hit to detaunt the one hitting you and causing him to deal 25% less damage to you for 5s, broken if you hit him. This looks nice for melee in PvP.
17 [spell]756[/spell]
Increased spirit resistance.
23 [spell]758[/spell]
25% chance to get +30% runspeed for 5s when hit. This looks awesome for squishies.



Notes on AP Regen, GCDs
To do.


Notes on DPS, HPS, DAP, and HAP (with a glance to GCDs)
To do. Not as relevant as usual due to PvP focus.


Whining
To do.


34
Warhammer Online / AP Regen Issues
« on: October 03, 2008, 06:25:44 PM »
In beta it did proc of DoTs too (DoTs and HoTs can crit in WAR), which meant it was up practically every 3 seconds. Archmages really can start to live up the dual-nature 24/7 even when soloing at rank 29, when [spell]589[/spell] becomes available :)  Also, remember that you can change tactics on the run, as long as you have them slotted in the quick-slot bars.
It procs on the direct heals, which makes it hard to imagine being a good soloing ability even if you also use Master of Discipline.

Additionally, it returns 40 mana over 3 seconds and not 160 as the tooltip says (and googling on beta notes, it looks like one of the last beta patches had the comment that the AP regen of Restorative Burst has been reduced, it is probably not a bug but working as intended).

Unless I've misunderstood the comments on the forums, it does not stack.

I find it hard to believe that it beats inserting any damage increasing talent for soloing purposes. :D

Damn good for a healbotting build, though.

35
Warhammer Online / Re: My PQ fun
« on: October 02, 2008, 10:12:13 AM »
Probably it is different at higher levels - as I have only seen T1 content, I obviously cannot know how it works out later - but I've had a very decent success rate with the early PQs by (as Archmage) agreeing with somebody else that he tanks and I'll do the best to keep him alive (amazing what confidence that gives your tank) and (as Swordmaster) agreeing with somebody else that he heals me and exclusively me unless he has healing to spare while I'll do my best to keep the boss locked down.  The early High Elf PQs seem to do very well with just one dedicated tank, one dedicated tank healer, and everybody else doing the <execute random order> chicken dance.

...It must be said that it is entirely likely that the success has more to do with the difficulty of early PQs - some are hard (the beach overrun with orcs and corsairs in Chacre has swamped every bunch of people I've tried it with in phase II) while others seem exceptionally easy - threemanned one in Chacre where we have to rescue prisoners with me as archmage (9) tanking the boss + healing myself, archmage (7) healing me, and a shadow warrior (10-11, I forget) doing the damage.


I have not really noticed people in guild chat actively recruiting others to perform PQs - is that because we are so spread in levels that the odds are low of gathering a decent group, a natural reluctance to inconvenience others, or because it has been an unsuccesful strategy so far? Or, perhaps, something completely different?

36
Warhammer Online / Re: Regimented Alts
« on: October 01, 2008, 09:23:44 PM »
Deliberation: Archmage
Destined: Swordmaster

Not clear which is alt and which is main at the moment.

37
Warhammer Online / AP Regen Issues
« on: October 01, 2008, 02:41:07 PM »
Another druid -> archmage transfer here, although i switched to resto around Mag. RIP WoW hybrid class idea.
Well, I have done the math on the Archmage class in its current incarnation now (took two days, so sue me :D), enough to form a preliminary but likely accurate in essence analysis of high level play, so it is unlikely I'll keep playing it much for now due to it being, essentially and scaling in importance with level, no matter how you spec it, a class that functions best as a green-bar watcher/debuffer that (outside soloing) only uses destruction spells when there is nobody in range needing a healing spell.

The entire "do BOTH a) and b) and you'll be better off, the trick is to balance them" that is advertised as the strong part does not work in practice due to AP starvation. You are better off doing a). In other words, the higher level I it to, the greater the impetus and the desire of others for using an Archmage as the standard "healer standing in the back doing little other than healing" will be - and it will be damn good at it, but it is exactly the sort of healer that early design interviews and videos claimed wouldn't be found in WAR, and which I dislike playing immensely. The class requires a fundamental overhaul to its mechanics (and quite a number of spells) if it is ever to be useful and desirable as the hybrid healer/nuker (as contrasted to the hybrid healer/melee for the WP) that it was stated to be. Most likely Mythic will change the class description instead. :)

Funnily enough, it probably does work to some degree for Shaman since their version of Drain Magic (which ought to have been an awesome rather than meh! ability if one went by the TT game) gives the player AP when used, but then, there are significant indications that the Archmage has had extremely little developer attention for quite some time (as an example, it uses the Shaman Gork/Mork graphics as high magic indicators on spell icons :D)

38
Join Us / Re: Darn - Bright Wizard
« on: October 01, 2008, 02:28:14 PM »
Darn, you can also try to check for one of our old crowd (some are late night owls) and we'll patch you through to an officer should one be online. :)

39
Warhammer Online / Re: Let them eat cake!
« on: October 01, 2008, 02:24:10 PM »
Actually in terms of donating gear and whatnot, I've got a few greens sat around my inv that'd probably just get disenchanted (haha) or vendored. What can I do in terms of giving them to the gbank?
An easy thing to do - if we all got into the habit, that is - is to put good greens/blues we don't expect to make a killing on but that it looks like somebody might find useful on the AH as a "guild only" auction at a low price. It is not as elegant as stuffing things in the guild bank and withdrawing and it may be too painful in practice (what is the longest time limit on auctions?) but if it works out, it would be an easy way to transfer around "gear that might be useful to somebody in the guild but I don't know who" to said "who".

The only major objection to just stuffing things in the guild bank I have is based on WoW - when we tried that, the guild bank had a tendency to fill up with junk; sure, many things were distributed to somebody else (success!) but many things just sort of stacked up well past their point of likely usefulness to anybody.


Anyhow, regarding taxation - TAX THEM TILL THEY BLEED!  Well, perhaps that's going a bit too far. :)

Set a moderate tax rate of, say, 25%, and allow brownnosers and those with way too much time on their hands to set their tiher greater than 0. From a practical perspective, until the game gets real money sinks implemented, increasing the time for each member to gain whatever amount of money he needs for something by a third is not significantly going to affect game play while it does allow the guild to start building up a real hoard in case it ever wants to pursue one of the more expensive guild activity options later on (while most of the expenses at that stage are for upkeep and nobody should go there unless they can fund it in the long run, having a headstart will not hurt)

40
Quote from: Beosvir
More importantly when it comes to size (its not the size of the boat....) a medium sized guild with lots of active players (Alts and Mains) will rank faster than a larger guild with the same ratio of active to less-active as we have. Reknown on the other hand is gained by them faster down to more members able to do RVR and so on. However I havent yet discovered why a regiment/guild needs to earn Reknown.
Do you have any source for the guild ranking (medium vs large) other than player speculation?

All I have been able to find - admittedly I have only been researching it since yesterday as part of my general getting up to speed on game mechanics, so am not confident that I know it all (yet) - suggests that practically everything that is said in various forums about how to rank fast is invented by players. :D

To summarize what we do know from when this came up and developers answered:
a) http://www.warhammeralliance.com/forums/showthread.php?p=1746103#post1746103
b) http://www.warhammeralliance.com/forums/showthread.php?p=1750395#post1750395
c) http://www.warhammeralliance.com/forums/showthread.php?p=1750446#post1750446
d) http://www.warhammeralliance.com/forums/showthread.php?p=1751202#post1751202
e) http://www.warhammeralliance.com/forums/showthread.php?p=1765292#post1765292
f) http://www.warhammeralliance.com/forums/showthread.php?p=1765636#post1765636

From a) any active character that gains XP contributes XP to the guild
From b) only active members are counted, inactive alts/mains do not count for either positive or negative aspects - it is the same as if they were not there at all, and that it is supposed to work reasonably well no matter whether you are large or small, causal or hardcore.
From c) yes, a) also goes for those at 40 even if they do not, actually, gain XP due to being at the cap. They contribute what they would have were they not capped.
From d) what contributes active/inactive is up for guessing by the playerbase - i.e. no gaming of it for a long time, but likely to be many people thinking up pet theories ("surely, it is logical that it would be defined as...") and working as if their pet theory is the right one.
From e) yes, inactive accounts count as inactive for XP purposes, but the "are you active" formula has nothing to do with that :D (oh, the horrible questions people ask)
From f) yes, if you play your main half the time and an alt the other half and are equally focused on doing stuff that'll gain you xp while doing so, you are either not at all, or only to an insignificant degree, decreasing your guild contribution compared to what it would be, if you were playing your main all the time.

How about a snapshot of WARDB:
http://www.wardb.com/search.aspx?sf=1&browse=10#guilds:0-6+1

Yes, there are a lot of small guilds in the first positions, but overall large, medium, small... and gigantic (a friendly wave to the oversized Goon Squad :D) are pretty much mixed up with no rhyme or reason at this point in time.

It seems (i.e. I'm probably deluding myself :D) remarkably likely that number of active players (the inactive have already been removed from the equation) means next to nothing compared to what those players, who are active, do while they are active - aka. a system based not so much on what you are doing at which level but on how much xp you get for the time you are online compared with how much one would be normal to get for the time (for some standard) scaled by average recent guild activity, probably interpolated with a spline or more complex structure, getting added to the guild xp.


In other words... While there are any number of good reasons for wanting a guild of a certain size or with a certain amount of activity for social and game goal related purposes, anybody who currently try to factor in "how will we gain guild ranks quickest" are, based on current knowledge I could find, probably fooling themselves rather than gaming the system (unless their "how to gain ranks quickest" is based on being very, very, active while they are active and hence accomplish more while actually online).

41
Join Us / Re: Darn - Bright Wizard
« on: September 30, 2008, 11:13:49 AM »
PS: I shamelessly copied some parts of Deli's application. Hope you don't mind ;)
Contact my lawyer: Pistols at dawn.

42
Join Us / Peter - Class(es) TBD
« on: September 30, 2008, 12:49:10 AM »
Characters & Classes:
Currently rocking the world with my.... rank 5 Archmage, Deliberation, whose WAR PvP experience to date is being overrun, stomped flat, burned to a crisp, and throwing HoTs and DotS all over the place in the starter Khaine scenario. My first character. Whom I have played for all of 3 hours. In other words, I have no idea what I will be playing long term if I end up playing long term at all, and have less idea about how the classes actually work than a Night Goblin Fanatic high on shrooms, but given my usual preferences it will likely be some sort of hybrid or class with so weird game mechanics I cannot optimize it trivially from a mathematical perspective.

Age:
34

Location:
Denmark


Timezone:
CET

Gaming Style:
Mostly casual when not having an obsession to achieve a specific goal, in which case I play way too much. In RPGs, CRPGs, and MMORPGs I prefer to play generalist characters rather than specialists as I like having lots of options, lots of gear to collect (more bagspace, now!), not being bound to do the same thing all the time. My MMORPG experience is limited to one month of AOC and... way too many years (and counting!) of WoW, joining up a few weeks after European release, joining a bunch of my friends from a common gaming forum and earlier MP adventures.

I played almost exclusively PvE tanking/healing/dps (hey, variety is good :)) on my usually feral specced druid Deliverance (which name, alas, was already taken on Karak-Hirn). I tend to prioritise friends over success, except in such situations where we have agreed between us to achieve certain goals - in which case they can damn well do their best just as I am doing. :D

I tend to verbally hammer or run mental circles around those who are unable to abide by the simple rules of civility and those who deliberately mangle the English language in the cause of injustice: Leet speak is an abomination in the eyes of the lord.

Based on WoW experience, I do not heal or tank PUGs as a general rule of thumb, only guild groups or with people I know. Life is too short. WAR may very well be different due to the PvP focus - let's see.

Unlike an estimated 99.3% of those posting on various non-guild gaming forums, I am not a PvP god - in fact, I'm pretty bad at it. One thing is knowing how mechanics work in principle (which I usually end up doing second to none), another is to actually hit those darn buttons in the right order at the right time, something I am... distinctly below average at.

Ps: Generally speaking, I do not play dwarves and I tend to tease friendly dwarves a bit when the opportunity arises. It is entirely for their own good - adversity is the mother of growth for the stunted ones, for only in adversity can they truly stand tall!  Not that there's anything wrong with the shape of a dwarf - it makes them easier to stack.*


About you:
A born mathematician with a sense of humour, I am occasionally accused by my friends of being a human calculator. This is false and I can prove it. They do have a point, though, as anybody who has been subjected to an analysis of their performance (with advice on how to improve it) based on WWS logs and the like can attest, and even worse I tend to analyze situations in somewhat greater depth than they really warrant and write very, very, long posts.

Nights are mostly spent gaming (primarily strategy games, and I mean strategy, not tactics) or reading, days are spent programming in an IT company.

By now, it should come as absolutely no surprise to anybody who has read the last few applications, that the core of the bunch of people I play/played WoW with are Dehn, Jarkko, Hrodgar, Kahzar and a handful of others who'll probably sign up any day now, and that I'm applying to the Hands of Justice because Jarkko said so. Generally speaking, he has the long term planning abilities of a concussed duckling, but occasionally he gets a great idea, and trying to gather some of our old crowd, which is too small for a guild of our own in WAR, in your guild, which seems rather likable on the face of it, is one of his better recently.


Questions for us?
Since it appears the rest of the crowd are joining, would you be willing to take the originator of the "Deli-mega-post" syndrome along as well? I cannot promise to play a lot each week, I cannot even promise to stay playing the game for long, in fact, I bring very, very, little to the guild at the moment.... but I can promise that when I do play, be it ever so little, I am a nice and helpful player.




* Congratulations, Dehn and Hrodgar - this joke is for you, the dynamic dwarf-tank duo.

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