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Thread: question on mage mythic staff proc

  1. #61
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    Quote Originally Posted by Crowsfoot View Post
    Please stick to hard tests. I'm tempted to say this mage is just a boss. Not to mention his final hp is skewed by heal. Stick to hard numbers so we can say "the damage reduction is [...] as proven, and it was stated to be [...] please fix this as soon as possible." As programmers the people at sts will see more value in hard numbers, imo.
    We tested on 3 different mages now; it is all the same. I'm uploading a video with tests on OrangeKahel. To emphasize the extend of how much damage it covers, we emptied a full combo on OrangeKahel which resulted in all critical hits. Despite this, his health barely dropped to 2/3.

    Hard numbers are included in the video as well.
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    Senior Member falmear's Avatar
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    Quote Originally Posted by Crowsfoot View Post
    When the range is greater than 30% of the value of the mean you need a larger sample size than three.
    All I am saying is the developers should investigate, do some testing and check the code. Its not the first time stuff doesn't work as they intended. And not always can we prove things 100% since all we see is the end result which is variable. In my mind someone should look at it.

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    Oh... lol. Now I realize why I was lagging. I had Solaris 11 and Fedora dual booted as well running in different virtual spaces.
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    Senior Member Crowsfoot's Avatar
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    I saw slightly different numbers than previously listed (this is a plus because the sample group was tighter)


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    Senior Member Crowsfoot's Avatar
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    70% damage reduction is ridiculous. I conceed, there is a glitch


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    Quote Originally Posted by Crowsfoot View Post
    I saw slightly different numbers than previously listed (this is a plus because the sample group was tighter)
    There were 3 different tests. Aimed shot is known to have vastly varying numbers.

    This is one of the tests I recorded.
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    Quote Originally Posted by Crowsfoot View Post
    70% damage reduction. That's ridiculous. I conceed, there is a glitch
    It's definitely over 70% considering there was a 2.9k crit in that video.
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    http://www.spacetimestudios.com/show...37#post1317337

    Lojack replied. It is indeed a glitch and will be fixed in the next update.

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    Senior Member Crowsfoot's Avatar
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    Quote Originally Posted by Apollo View Post
    It's definitely over 70% considering there was a 2.9k crit in that video.
    I removed anomalous data to get a more concise average, I then rounded down to a whole number divisable by 10. The purpose was to get a number that is below actuallity, thus ensuring unfounded complaints can be easilly dismissed, and also making it easier for the average teen/young adult to understand. I.E. 70% > 15%


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    well.. looks like its not pointless after all. ty apollo

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    Quote Originally Posted by Crowsfoot View Post
    I removed anomalous data to get a more concise average, I then rounded down to a whole number divisable by 10. The purpose was to get a number that is below actuallity, thus ensuring unfounded complaints can be easilly dismissed, and also making it easier for the average teen/young adult to understand. I.E. 70% > 15%
    Ah, sounds good.

    However, if we wanted a more accurate range on averages, we would need to do far more testing because you and I both know that aimed shot is an untamed beast. It can either hit ridiculously high or very low.
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    I have a serious deja vu sensation now.... windmill glitch and all the naysayers claiming its impossible that was a glitch. noone learns from history

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    Quote Originally Posted by Apollo View Post
    Ah, sounds good.

    However, if we wanted a more accurate range on averages, we would need to do far more testing because you and I both know that aimed shot is an untamed beast. It can either hit ridiculously high or very low.
    Keikali posted a link, STS knows this is a glitch and is fixing it next update. There is no point wasting our time if they are already fixing it.


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    Quote Originally Posted by Crowsfoot View Post
    Keikali posted a link, STS knows this is a glitch and is fixing it next update. There is no point wasting our time if they are already fixing it.
    True, I was just saying since you took the time to figure out an accurate damage reduction rate.
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    Ive witnessed it.it does absord 90prcnt dmg.apollo hits not even 10prcnt dmg on opponents hp.
    semi-retired

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    Quote Originally Posted by Apollo View Post
    True, I was just saying since you took the time to figure out an accurate damage reduction rate.
    I am very used to wasting my time. Tbh I used the calulator on my tablet using split screen, was only a few minutes.


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    I am an almost full mythic staff user (minus ring) and I still feel like a huge underdog everyday. I can't say that the proc has made any significant difference in actuall play. I guess that I will have to change my strategy to running around enlessly spamming attack hoping for a buff. It is already difficult for a staff user to score many hits as it requires me to stand still close range where I have little chance against either a rogue or warrior in a stand up brawl. It is already difficult for mages to avoid attacks and kite. Warriors just drag us closer and rogues can easily catch up. Even if I am able, I am limited to two attacks every three seconds as I wait for my only two offensive skills to recharge. Shield is too short in duration and cool down is slow, as is the cool down for heal. As soon as the shield runs out I am a dead duck. I can't say that I had previously noticed this benefit to the staff but I can say that it doesn't result in being op in any way IMO.

    I was considering selling my staff and returning to a gun for PvP, maybe now I will keep it. Thanks for all the testing.

    /offtopic Since you guys are in testing mode I would love to find out what the exact effects are of Curse as well for damage reduction and returned damage.

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    Senior Member Crowsfoot's Avatar
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    Quote Originally Posted by Nesox View Post
    I am an almost full mythic staff user (minus ring) and I still feel like a huge underdog everyday. I can't say that the proc has made any significant difference in actuall play. I guess that I will have to change my strategy to running around enlessly spamming attack hoping for a buff. It is already difficult for a staff user to score many hits as it requires me to stand still close range where I have little chance against either a rogue or warrior in a stand up brawl. It is already difficult for mages to avoid attacks and kite. Warriors just drag us closer and rogues can easily catch up. Even if I am able, I am limited to two attacks every three seconds as I wait for my only two offensive skills to recharge. Shield is too short in duration and cool down is slow, as is the cool down for heal. As soon as the shield runs out I am a dead duck. I can't say that I had previously noticed this benefit to the staff but I can say that it doesn't result in being op in any way IMO.

    I was considering selling my staff and returning to a gun for PvP, maybe now I will keep it. Thanks for all the testing.

    /offtopic Since you guys are in testing mode I would love to find out what the exact effects are of Curse as well for damage reduction and returned damage.
    Give me hard numbers (damage dealt by cursed and damage taken as a result) and I will find you a rough percent no problem.

    All I'm doing fyi is this:

    (Average A / Average B) x 100 = Y


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    Quote Originally Posted by Crowsfoot View Post
    Give me hard numbers (damage dealt by cursed and damage taken as a result) and I will find you a rough percent no problem.

    All I'm doing fyi is this:

    (Average A / Average B) x 100 = Y
    Math genius.

    I've noticed, the second you start speaking in letters for formulas, you lose A LOT of people. Haha
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