Rogue 2.0 Effect issue.

Anything wrong with them?
Desimus
Posts: 131

Rogue 2.0 Effect issue.

Post#1 » Thu Dec 24, 2009 3:49 pm

Basically I'm reposting in another thread since my post got 0 responses, I figured this would be a more appropriate course of action. I know you guys are very busy, and I appreciate all the work your doing so don't take that in a bad way! :)

Rogue 2.0: Can we extend the duration of the click? You can up the recast timer as well if you wish, although it is self only so im not sure it would really matter. Current recast is 1min, current duration is less than that (I don't know exact im guessing 50s since I can click it again when it starts to blink).

Also, I know you all realize Tempest Fury is not working. I also realize that this is strait's area of expertise. I sent him a message yesterday or two days ago but I realize he is very busy with coding. I was curious what the developers opinions (or other rogues) were on changing Tempest's fury to some other effect until we were able to get that timer reduction working properly. I'm all for leaving it the way it's supposed to be if it's working, this is not a please make me overpowered thread, however I would like to have a working effect.

I know this isn't a top priority to fix but most of us would love to see these changes made as we have multiple people with timer reducers on their 2.0's :)

Thanks in advance,
Brad.
Nigrog Dinodeeps 70 Rogue
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Koeril
Posts: 1764
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Re: Rogue 2.0 Effect issue.

Post#2 » Thu Dec 24, 2009 8:43 pm

Desimus wrote:Rogue 2.0: Can we extend the duration of the click? You can up the recast timer as well if you wish, although it is self only so im not sure it would really matter. Current recast is 1min, current duration is less than that (I don't know exact im guessing 50s since I can click it again when it starts to blink).


Maybe I have some sort of spell haste ... I dunno, but I find my numbers are reversed for some reason. I can keep mine going indefinitely.

*Edit* Clone says duration is 1 min and the recast isn't shown (exact reverse of what you posted). Are you sure you can't keep it going?

I concur that all disc reuse reduction skills do not seem to work (includes 1.5 and 2.0).
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

Desimus
Posts: 131

Re: Rogue 2.0 Effect issue.

Post#3 » Fri Dec 25, 2009 2:47 am

Maybe I said that wrong, what im trying to say is it WILL last forever if you keep clicking it. The recast is LESS than the duration. But I would like to see the Duration be much higher so that I don't have to click it every fight. What im saying is that the only thing this would do is save me from carpal tunnel.
Nigrog Dinodeeps 70 Rogue
Lullaby Dinodeeps 70 Bard
Vanlailia Dinodeeps 70 Cleric

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Tyler
Posts: 4365

Re: Rogue 2.0 Effect issue.

Post#4 » Sun Dec 27, 2009 7:13 am

I wasnt aware that it will keep going infinitly. Nothing that i want. 35% chance to hit + 850ish DD lure proc is very powerful. If you want that to go infinitely, we remove chance to 15% and we take a 300dd proc.

Alternativley we leave it as it is but give it a like 10 mins recast. Up to you Rogues (this are rough numbers - discuss!)
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Koeril
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Re: Rogue 2.0 Effect issue.

Post#5 » Sun Dec 27, 2009 11:34 am

Are you sure the +% chance to hit works - I'm not completely convinced it does (I remember the same hit% from the 1.5)? I'd like to test that before making changes (will do it tonight).

Assuming the hit rate is, in fact, operational, then a 10 min recast would be acceptable. However, we already fall behind monks in pure DPS (though not by much) and since 30% of our DPS comes from procs, this will hurt (no complaining - observing).
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

Desimus
Posts: 131

Re: Rogue 2.0 Effect issue.

Post#6 » Sun Dec 27, 2009 5:19 pm

Agreed. Our dps is not at the top of the list (Nor are berserkers) as you had mentioned you'd like it to be. So taking away more dps will only broaden our gap, unfortunately. I'd be happy to make suggestions on how to get things in line with your original dps list if your open to them, but i'll save that for another thread if you do indeed want ideas. In the mean time, I'm fairly certain it does not work Koeril. Although it would certainly be nice if it did work.

By the way, increasing our chance to hit by 35% chance to hit with SKILLS is not that powerful. It simply puts us in line to where we should be with backstab misses. I'm not sure if this works or not, but if you do find that it does work, even with having this click on indefinitely I am still out parsed by a monk with VERY similar gear.
Nigrog Dinodeeps 70 Rogue
Lullaby Dinodeeps 70 Bard
Vanlailia Dinodeeps 70 Cleric

Koeril
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Re: Rogue 2.0 Effect issue.

Post#7 » Mon Dec 28, 2009 12:24 am

Fight 1 - Backstabs only without Deceiver's Blight (189 sec):
=============================================

Hans -vs- Vlan: -- DMG: 147841 -- DPS: 782 -- Scaled: 782 -- Backstab: 147841 -- Non-crit rate: 44.4% -- crit rate: 55.6% -- Attempts: 48 -- Hits: 45 -- Missed: 3 -- Accuracy: 93.8% -- Avg Hit: 3285 -- Max hit: 5558 -- DMG to PC: 0

Fight 2 - Backstabs only with Deceiver's Blight (180 sec):
===========================================

Hans -vs- Vlan: -- DMG: 178955 -- DPS: 994 -- Scaled: 994 -- Backstab: 178955 -- Non-crit rate: 53.4% -- crit rate: 46.6% -- Attempts: 62 -- Hits: 58 -- Missed: 4 -- Accuracy: 93.5% -- Avg Hit: 3085 -- Max hit: 5558 -- DMG to PC: 0

Summary:
========

Our backstab hit rate is already very high and the 35% accuracy mod does not work.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

Desimus
Posts: 131

Re: Rogue 2.0 Effect issue.

Post#8 » Mon Dec 28, 2009 12:49 am

Good information! That is only missing a couple things. I'd like to see the lowest hit, and how many times it hit for that amount. My assumption that our missing backstab was conveyed incorrectly. What I was more referring to was our missing tripple backstab. Either way I fully understand that it is an AA with a chance to land and is not supposed to land at a high % of the time.

Anyway, great info! Thanks for taking the time to test this.
Nigrog Dinodeeps 70 Rogue
Lullaby Dinodeeps 70 Bard
Vanlailia Dinodeeps 70 Cleric

Koeril
Posts: 1764
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Re: Rogue 2.0 Effect issue.

Post#9 » Mon Dec 28, 2009 12:54 am

From what I can tell, min damage happened only once on each fight. Typically, most hits are max. (Scroll to view entire fight - sorry this was the only way to put crits and normal hits together)

Fight 1

EpicClickTest3.png
EpicClickTest3.png (62.26 KiB) Viewed 596 times


Fight 2

EpicClickTest4.png
EpicClickTest4.png (64.58 KiB) Viewed 596 times
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

Harney
Posts: 333

Re: Rogue 2.0 Effect issue.

Post#10 » Mon Dec 28, 2009 3:57 am

I parse far higher against the hit dummies than I do against anything else, I wonder if their AC / defensives are lower, which could skew how often you hit for min damage, I'd be curious to see what the amount of min hits are against a mob with high ac / defensives.
Harney

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