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Muscae Volitantes.6523

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Everything posted by Muscae Volitantes.6523

  1. Bump for Aug 23rd update. These issues still exist.
  2. Texts have no outline and the PVP badges don't display properly on Windows 7 when using DX11. These issues have existed prior to the new build and persist up to now. https://imgur.com/a/VL6jx52
  3. Rifle 5 seems to be using two different "Jump Shot" skills ATM, with seemingly varied degrees of "RNG" to only activating the worse version on different accounts. My account, even on newly created toons, can't even activate the original Jump Shot. Some people aren't even experiencing the phenomenon while some claim they can trigger the normal version by double clicking on the skill itself. I can't reproduce said workaround though, mine is permanently bugged regardless of input. I've reviewed old logs and it didn't behave like this prior to June 28 patch. Yes, I am aware there are two instances of damage from the skill but it's supposed to be a single skill divided into two. For reference, this is what normal Jump Shot looks like: Normal now this is what the bugged Jump Shot looks like: Bugged Both were taken after the June 28 patch. Notice the big discrepancy for the second instance of damage? The bugged Jump Shot's damage is the same regardless of weapon level and rarity used, leading to the conclusion that it might be using unarmed coefficient.
  4. @Josh Davis.7865 Maybe instead of outright nerfing power mechanist, because dps-wise it was alright in that it was on the level of condi virt, condi mech and the likes, maybe shift the dps from the Jade Mech auto attacks to its active skills or to the Engineer even. Also, since you are taking a look at Aim-Assisted Rocket, instead of activating on Jade Mech crits, maybe tie it instead on skill activations then adjust the numbers from there? That would promote more active gameplay rather than passively letting the Jade Mech do its thing. While we're at it, maybe take a look at Tools traitline as there's some potentially interesting alternative playstyle in there, especially for Mechanist. It just couldn't compete with Firearms at the moment, numbers-wise. It also fits with Mechanist, thematically IMO.
  5. A little late to the discussion but the reason I think people are reacting the way they are to your theory is that you're presenting it with a build that's fully spec'd and is expected to focus on healing when it's been proven in practice that boon application and utilities are actually the main purpose of a support class. I'm still unsure if I actually understand what you are trying to get across but the way I take it is so that people can measure how they perform as a healer and use the information to get better(raise their healing efficacy). But I think you're going about it the wrong way by using a build's healing potential as the ceiling. In order to efficiently heal, you'd want to overheal as less as possible. Overheal is an action wasted that could have been used to (in order of priority) generate boon, use utility, res or attack. Comparing HPS to healing potential would then be an exercise in futility. It doesn't serve the purpose of evaluating one's performance, it's also a trap to overheal as you try to push for higher efficacy. As to how to measure performance and analyze when to dial down on healing, a better metric would be to compare HPS to the healing skills/traits actually used in the fight and they're healing potential, not the build's healing potential. This actually promotes better behavior as one strives to push their % up because the higher the % means less overheal. Which means they're actually being useful as a healer and can get back to generating boons and using utilities, even attacking. This information can also be used to evaluate whether to drop some healing gear in favor of dps.
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